Your Comanche is ready to go on the pad. You gaze out the
window toward the nearest hangar and notice that the wind
sock is fluttering gently across your flight path. As you
complete your pre-flight check, you hear the chatter of the
other units preparing to go. Your wingman checks in with
you to tell you he is set. You engage your turbines and
hear them spool up, and as your rotors cut the air you hear
that familiar egg-beater sound, though subdued by the
intricacy of the five bladed rotor.
As you rise into the air from the tarmac you glance to the
left and see your wingman rising with you. The buildings,
vehicles, terrain and trees of the base begin to shrink as
you pitch forward and gain momentum. Overhead the sky is
studded with light cloud....
Your view is momentarily obscured as you rise into some
light fog, and abruptly you find yourself looking down on
an undulating sea of mist obscuring the ground below. At
merely two hundred feet the vista has changed completely.
As you set course for your target nearly eighty miles
distant, you double check your nav systems, and a few miles
later the fog clears and you go NOE for a stealth approach
to the target....
Well, it was a long wait! Was it worth it?
Prior to Janes Longbow, I had not flown a chopper sim since
Comanche Maximum Overkill. I don't know.. between some VERY
involving jet sims and other stuff, I just never gave it
much thought.
Then I had an opportunity to do some testing on the beta
for Andy Hollis and crew, and the depth and dynamic feel of
Longbow had me reconsidering this whole arena of
simulation. True, Longbow itself didn't quite convert me.
But when the Flash Point add-on began testing, I was
hooked. Now here we are half a year later in a new version
of the simulation that put Novalogic firmly on the map.
Where are we now?
One of the first things you will notice on entering the sim
is the highly detailed virtual environment. Okay, so far
this could be Novalogics' F22 with rotors... But there is
something more here. As I got a feel for the simulation I
realized that with Comanche 3 Novalogic has indeed moved
more in the direction of realism. Bravo!!
In their press release Novalogic are intent on pointing out
that this sim has improved flight physics and improved
weapons behaviors. This appears to indeed be the case, and
even the new HUD and helmet mounted displays will tell you
that Comanche 3 is be more than an arcade simulation. Not
only is far more attention paid to systems and flight, the
environment itself feels MUCH better.
According to Novalogic, their physics model has become so
sophisticated that weapons and objects must now constantly
calibrate their interaction with gravity and wind and man
made forces! Wow, its great to see this level of realism
finally making it to the PC.
There is something about watching the arc of the Hellfires
as they home in on their targets. According to Novalogic,
their physics model has become so sophisticated that
weapons and objects must now constantly calibrate their
interaction with gravity and wind and man made forces! Wow,
its great to see this level of realism finally making it to
the PC. This is becoming a common goal, and coming
simulations from Eidos International, Parasoft and others
are also setting their sites on more comprehensive physics
modelling.
Nuff said! Lets get down to the nitty gritty.
Installation
The Thrustmaster config files included on the CD seem to
have omitted an F22/TQS setup! To grab mine, go to C3 Config
Included in the box are the typical reg card, a manual, a
nice cardboard key summary, and your CD. On the CD are a
couple of nice easter eggs...an AF2 demo (not that great,
I'm sure the final product will be far more impressive),
and a virtual tour of the Comanche. Nice touch!
The manual is standard fare, well done and adequate. It
includes information considered standard for a good sim:
basic info on the chopper itself, its avionics and weapons,
info on allied units and enemy units, basic methods of
flight and engagement, and even some basic tactics.
I found installation to be painless UNTIL I did two things:
attempt to calibrate my TQS throttle, and select
STEREOSCOPIC under the graphics options. First, the TQS
issue.
For some reason the throttle seems unusually sensitive, and
it worked backwards! I know, the backwards arc is the way
these things work in the real choppers, but since I didn't
read the manual first, I thought I had encountered an
install bug. It took me ten minutes to realize that there
was a "reverse throttle" option in the CONTROL menu...Don't
forget to turn on your "pedals" if you have em.. .if you
don't, what are you doing flying a chopper? OTOH, if you
have to choose between a throttle and pedals, get the
throttle first!
Next, a GRAPHICS issue. DO NOT select STEREOSCOPIC unless
you have the necessary hardware. This option will work with
Forte VFX1 VR Headgear, and even gives depth perception.
Once selected, I could not un-select this option and had to
reinstall the sim. This option didn't work with the
Simuleyes glasses I have, so I'm not sure what its for at
this point.
Frame Rate and Graphics
Ok, ok... I confess! I have some wicked hardware! With my
Matrox Millenium supporting hardware Vesa 2, and a PPro 180
with a wicked floating point unit, I can run ALL DETAIL ON
and appreciate something around 16-18 fps. This is MUCH
IMPROVED over the demo!! I have a friend with a P133 who
can run with only the cloud detail adjusted and still get
12 fps. Novalogic has achieved a nice balance of realism
and playability. Will this sim keep me interested in the
long term as Janes Longbow has done? Hard to say, but it is
FUN!
With the training missions and the first campaign under my
belt, the ratings on the left are now firmly fixed. This
sim has a lot going for it, but may not keep the hard core
crowd involved for long. It is simply too easy to compare
it with Janes Longbow and feel frustrated at the lack of
control as flight leader. OTOH, if you are not a Janes
addict and/or are interested in the multi-player options,
read on!
When I first spooled up on the pad, I was surprised at how
QUIET the rotors are, but based on industry information
this is likely quite accurate. The five bladed rotor setup
is apparently MUCH less noisy than the traditional four
blade egg beaters. One hears the whine of the turbines, but
not the "whop-whop" that usually accompanies the turbine.
Graphics are simply amazing. I wish they had included an
800x600 mode for fast machines. But even without this,
Comanche 3 will set new standards, especially for damage
modelling. For example, nix a tree and watch parts fly off,
then watch it fall.
Graphics are simply amazing. I wish they had included an
800x600 mode for fast machines. But even without this,
Comanche 3 will set new standards, especially for damage
modelling. For example, nix a tree and watch parts fly off,
then watch it fall. Or watch the artillery take out a
building. First dust and chunks, then the whole thing
gradually collapses. Wow! Object AI is very high, with tank
turrets turning and gun barrels elevating. If you pan
around the outside of your chopper you will see the pilots
heads follow you. Plow into terra firma and watch them
pitch forward. Nice!
With all detail on, the environment is truly wonderful. The
snow covered trees in Alaska are simply beautiful. And
surprise! Try landing on the water. This is the FIRST sim
that actually allows you to sink into the drink! Wow, I was
caught off guard by that one.
Unlike Comanche 2, pilots are no longer limited to NOE
flight; now we can climb as as high as the real chopper to
scan for nearby AWACS flights or just look around. This
could become a tactical option since if you turn clouds on
max detail they can act as cover for you in those tense
situations. On the other hand, you will make a wonderful
radar reflector up that high!
Smoke, fog, and clouds are nicely done, especially at max
detail. What Novalogic has accomplished WITHOUT 3d hardware
is amazing. Equally important, on my PPro 180 the frame
rate did not die when multiple missiles were launched.
There is some spiking of the voxels, especially when
quickly cresting a hill. This is no big deal, really, and
maybe Novalogic has some solution in the works.
Mission Replay and AI
The next feature that really impressed me was the mission
playback. It is active all the time, and can really be
instructive to watch. For example, I learned a LOT about
wingman AI by watching some replays. The nice thing about
this feature is that you can watch the replays from ANY
camera angle, switching from your own machine to your
wingmans machine, inside to outside views etc. And then, if
you want to, you can even jump back INTO the action at any
point. Cool!
Unfortunately, you can't save these replays. It would have
been nice to have the option, even if it meant no sound.
Neither can you fast forward to certain parts, that too
would have been great for replaying those pesky missions
where it takes great effort to make it to your final
objective and then you get killed.
Watching the mission playback from my team mates seat, I
noticed a few glitches. First, he sometimes attempts to
kill locked targets through the hills, wasting cannon
rounds. Second, he sometimes answers that he is engaging
but does not. Third, he flies much higher than I do (with
my vertical stab locked at 30 feet, for example). This not
only makes him a better target, it also means that he could
give away our presence. Finally, he often rushes in "where
angels fear to tread" and gets blasted, or gets in my way!
Unfortunately, thats not quite all. When I flew the first
CAP mission in the first campaign, I was instructed to
avoid ground targets. My wingman, however, seems to delight
in taking them on! This means that he falls behind me, and
when I encountered the first pair of HINDS I tried to pass
targets off to him. Though he responded it turned out he
was too far behind me to be of any use. I was forced to
engage alone.
As for cooperation, there is also no way to request
information from your team meat or issue specific orders.
You cannot tell him to "get thee behind me" or to "bug out"
for example. I wish there was a way to request that he
report his remaining loadout. Sending him in close with
cannon because you thought he had Hellfires left will get
him toasted rather quickly. And if you want him to save
Hellfires for later targets then you better be flying fast,
because he will use up his weapons picking off less
critical targets on the way. You guessed it, there is no
"Weapons Hold" mode.
What about enemy AI, you ask? I knew you would...! If I
were to compare it to Janes Longbow I would rate it just a
hair lower than the middle level. You don't have to be the
fastest draw in the west to survive. They are aggressive,
but sometimes seem to take a moment to either locate you or
make up their minds. As in Comanche 2, the most difficult
scenarios are not challenging because of tactical matters,
but there is simply MORE OF....more enemies to deal with.
On the other hand, if you don't fly low and take your time
coming over those hills, you will be dead!
As in Comanche 2, you cannot select levels of enemy
ability. Levels are preset according to mission and perhaps
adjusted also by your choice of flight model: the training
missions are relatively light, and the campaign missions
are progressively more demanding, as they were in Comanche
2. As you make your way down the list and complete the
first round of missions, you get to fly the final and most
difficult mission.
Flight Model/Realism
Recently I spoke with one of the flight testers who worked
for Novalogic, who happens to have experience in some
unusual aircraft, including Apaches AND a Werewolf! Having
also stepped inside the Sikorsky Comanche simulator, he
believes that Novalogic has done it right. When you fly,
remember that this is the first Fly By Wire chopper, and as
a result it will FEEL very different than anything else out
there. In fact the RAH-66 is the first machine to offer
dual fly-by-wire controls without rudder pedals, and
fantail (tail rotor) is handled from the same stick that
controls the collective.
Novalogic has allowed a high degree of customization for
the flight model, allowing novices easy entry to the sim.
In reality, I found the full on realistic model easy to
learn, and this is the main advantage of this new breed of
FBW attack chopper. If you choose the Advanced model, you
then have a host of other choices to make. You may:
Limit the cyclic range
Mix the Fantail with the cyclic
Limit the collective to avoid overtorque
Vertical stabilizer
Hover hold
Get yourself some pedals and go for it, this is an easy
chopper to master. See "gameplay" below for more discussion
of the "feel" of the sim.
Gameplay: Mission Structure
The sim begins with a series of training missions complete
with instructor. No, its not Janes Longbow, but its a step
beyond some other sims in this area. These missions are
organized in such a way as to familiarize you with avionics
and weapons systems and strike modes one at a time. In the
last training mission you have a chance to integrate these
skills with use of your "team mate."
Once you complete the training missions, you can move into
the four campaigns, consisting of a total of 32 missions.
Do you smell a mission disk coming? Of course, and who
knows, maybe even with some enhancements similar to those
that came with the mission disk series following Comanche
2.
Three of the four campaigns are the low-level counterparts
to those in F22 Lightning II. Operation: Gallant Venture
has your squadron sent to the Black Sea port of Odessa as
part of the peace-keeping effort. Operation: Frozen
Friendship has your squadron sent to a lonely group of FOBs
deep inside Siberia. Rebel insurgents have seized military
bases north of Vladivostok. Operation: Firm Resolve takes
place in Cuba with the death of Castro in 2003. Bitter
fighting has broken out, and your squadron is fighting on
the side of democracy. Operation: Desert Endeavour takes
place in the middle east, with Iraqi forces having taken
over Jordan and installed a puppet government in Amman.
Your squadron is part of a coalition of American forces
with Saudi Arabia. Each of the campaigns comes with its own
unique challenges, and each has its own unique terrain.
The missions are progressively more difficult as you move
down the column, until you get to the final mission, which
is always living Hell! At first as I repeated one of the
later missions I thought, "Ho-him, no randomness!" Although
this is true, you will often encounter something that SEEMS
like random action because of timing or because of your
wingmans interaction and success or lack thereof. In other
words, if you refly the mission and your wingman survives
longer or bites it sooner, or if you fly faster than your
support team, you will find the mission can be very
different.
Each mission begins in the same way, with a briefing screen
of a page or so, and then a map where you can click to move
from waypoint to waypoint and get a look at the terrain you
will be flying through. You can't adjust or add or delete
waypoints, but the briefing is adequate.
Gameplay: The Forest and the Trees
Trees! What can I say? Having never flown a real chopper, I
haven't had to contend with these things. One quickly
learns that flying too close to a large wooden object is
tough on rotors! Initially I was wishing Novalogic had left
them out, but now that I have learned to treat them with
respect, they really are a very nice addition to the
atmosphere.
One quickly learns to make good use of the MFD map. You
have a lot of choices here, including the ability to go
full screen with your MFD. (Good idea to use HOVERHOLD
while doing this!). Whether full screen or cockpit view,
you can toggle map modes for detail and also zoom in and
out. Standard view is quite large scale and you will
overfly your map view in seconds at 80K, so normally you
will zoom out a couple clicks.
In any case, the map is VERY useful, especially with your
data link. You can see enemy forces long before they see
you, and you can use the terrain data to your tactical
advantage, staying low and using masking to conceal your
approach. You will also use the map as part of your pop-up
attack technique with TM (Targeting Mode) in HOLD. This way
you can scan targets, duck behind cover, delete unwanted
targets, then pop up and ripple fire your Hellfires,
limiting your exposure to enemy fire.
One feature that this chopper has that would be nice to
have in Longbow is the use of a vertical stabilizer. Each
mission comes with a pre-set height considered
strategically necessary, and your stab will keep you at
this height when engaged ("K" key). You will want to limit
your speed below 60K when using this in rough terrain. You
can also input your current height for the V Stab feature
whenever you like by using the "L" key. Or you may input a
specific value by using ALT K.
What about the overall FEEL? Well, in initial campaign
missions I felt a bit lonely. Yes, I had my team mate at my
side, but he is somewhat unpredictable and I've been
tempted to have him transferred to another unit...
What I mean by feeling alone is how I often feel in the
non-dynamic environment. It seems I am never more than
thirty seconds from the action. (This is one of the FEW
drawbacks from the voxel space engine: terrain simply takes
up a TON of space). In Janes Longbow one sometimes flies
20K just to get to the target. This kind of interaction
with the environment helps me believe I am in a real war.
However, some of the scripted missions do come close to
attaining a dynamic feel; the radio interaction certainly
helps. And although the Apaches which will often accompany
you on the difficult missions are as prone to disaster as
your own team-mate, they do help with the sense of a real
war around you. You will also encounter plenty of ground
fire from small arms in some areas, and I've had my fantail
knocked out more than once this way! When you lose your
wingman, you will hear yourself call for backup. This adds
to the sense of being there, increases the tension as you
wait (not long enough) for them to arrive, and see them
engage and mop up the opposition.
As for views, you will find a nice variety.
Its a blast to watch the replay from the external chase
view 3/4 back, and you can switch around during the replay
to view current target, target to your chopper, wingman
internal/external ad infinitum. Novalogic even left the HUD
on screen in the external chase views so that you can fly
from this view if you like. Believe it or not, with the V
Stab feature this can be easily done. In the replay, you
will see the target box on your lower left screen also.
Nice!
Did you know that the Comanche has 1/600
the radar signature of the Apache? Its many angles are
radar deflecting. Engines hide behind V shaped inlets. It
also has only 1/5 the IR signature. To suppress hots spots,
it has a complex exhaust system built into its tail boom.
When I read the article in November Popular Science,
suddenly I knew why Novalogic was so interested in this
machine!
Comanche uses the latest in Stealth
technology, from weapons pods that hide away (like the F22,
sound familiar?) to retractable gear and machine gun. Its
five blade rotor makes a "whir" rather than the "whop-whop"
of a two or four blade rotor, and an advanced airfoil and a
shroud that houses the fantail allow for a "sneak mode" and
eliminates the noisy mixing of wakes from the main and tail
rotors. This chopper is quiet: it can come twice as close
to its target before anyone is aware of its approach. Its
also fast: try 200 mph top speed!
Like the Apache, unmasking to scan the
battlefield and memorize target positions and then
remasking prior to weapon launch limit vulnerability. But
unlike the Apache, IR sensors will be 40% more powerful.
And the entire unmask and remask function are built into a
sophisticated Autopilot, returning the Comanche to its
original position despite winds or turbulence.
Sound
As in F22, C3 makes use of 16 bit dolby stereo surround
sound. Voices and sounds are impressive throughout, but
significantly, they don't only sound cool, they add to your
overall SA. Yes, Virginia, when that tank explodes underneath
you, the sound is centred. If your wingman takes a hit to
your left, you hear the explosion on the left channel. If
something explodes behind you, and if you have rear channel
speakers, you'll hear the explosion behind you. Nicely done!
Missile launch sounds and gun sounds are also nicely
modelled. Explosions are relatively loud or quiet depending
on distance. There is nothing to complain about with regard
to sound except possibly lack of wind noise. I know that
this chopper is slippery, but I would expect at 150 K to
hear some whistling from the wind.
Modem and Net Play
I am still waiting to try a connection, but I would guess
that this is where this sim is going to shine. With wingman
AI a bit iffy, you need a good human pilot at your side.
When you call your buddy to engage, you know he is not
going to be shooting his cannon at terra firma, or wasting
Hellfires on non threatening targets.
Novalogic made an EXCELLENT choice to support two player
mode from the same CD. Thats right! You can loan your buddy
the CD to install for MP use, and then host the game from
your CD while dialing up your bud for some serious fun. I'm
glad to see this option included. Of course, if you want to
REALLY get happening, you can network up to ten players
from multiple CDs.
As for comms when connected, Novalogic has supplied ten
chat macros that you can send just by pressing the "R" key.
This is meant to save typing time, and you can also
substitute your own macros by choosing the Define Chat
Macros on the Connection Selection menu. Great idea!
There is nothing like flying with and against real people!
The warbirds, airwarrior and kali crowd know very well that
the real fun starts with the non canned AI of human
software! I'm looking forward to connecting this sim, and
will tag on a report as soon as I do so.
Other Hardware: Headsets!
Novalogic appears committed to providing as nearly
immersive an experience as possible. Witness their use of
surround sound. But even more impressive, for those who
have them, are the Forte VR Headsets. With support for both
stereoscopic vision AND headtracking, those with Forte
headgear will be in seventh heaven.
With a headset on you have sound provided directly to your
ears and a virtual environment that has moved to the next
level of involvement. The immersive sensation of simply
turning your head to see to your left or right is hard to
convey. But let me put it this way: til you been there you
ain't been there. Novalogic plans to support the VFX1 for
Armored Fist II as well. Nice going!
In summary, if you aren't already addicted to Janes
Longbow, you will enjoy Comanche 3. And if you have a
friend who hasn't yet experienced the fun of the chopper
sim, this is a great way to get them started. Even if you
are a hard core simmer, the direct play option will have
hours of fun for you in a highly detailed environment.
Its too bad that the replay feature is
somewhat limited. Its also unfortunate that the single
player doesn't have much control over his team mate. I wish
we would have had a re-arm feature, since this would have
helped compensate for the common loss of our team mate. It
would also have been great to have the ability to call for
backup, and not to be forced to rely on the programmed
assistance call. AI is a bit weak, particularly for allied
choppers who rush in without concern for cover.
As I mentioned above, there will be mission disks following
this release. Who knows? We could see additional wingman
control added, and perhaps some additional graphics
features: even MORE terrain detail, and some new campaign
areas. I'm sure Novalogic will keep our attention for a
while with this one. Give the most advanced weapons
platform in the sky a spin!