Title: Jane's USAF: Review By: Len 'Viking1' Hjalmarson & Bob 'Groucho' Marks Date: 1999-11-18 10207 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
A New Breed
USAF is a new breed of simulation. It isn't a Novalogic sim, where all
systems are pared down to their functions for quick reference, and the
emphasis is on action. Neither is it a Falcon 4.0 or a Flanker 2.0, where each system is replicated in such detail that a huge manual and many hours of practice are required.
USAF stands firmly in the middle, and manages to please many in the
hardcore crowd without alienating the novice. The emphasis is on game
play and immersion, two strong suits which are helped greatly by a very
good graphics engine and some well designed missions. "Groucho" and I
have cooperated to bring you an in-depth look at JANE'S latest.
USAF: Mid Core Heaven
The net is thrown broadly by allowing the player to fly some of
the most famous aircraft ever built, in some very diverse places. Check
it out: Vietnam, Iraq, and and a campaign set in the future as well.
Fly the F4, F105, F15 (C and E), F16, F117, F22, MiG 29 and A10. A nice
whack of single missions, a powerful mission editor, good multiplayer
features, a mission recorder, comprehensive pilot records... have I
missed anything?
How about ability to command your wingman or the flight, jump into the
action in another aircraft, IFR (in-flight refueling) or use built in
voice command? How about a thick spiral bound manual? Dang, this is as
good as MiG Alley. USAF isn't quite as serious in its flight modeling,
but the addition of modern avionics adds an additional level of
challenge for the novice.
For some of you, this is "the other guy's" simulation. But for the
weekend jet jockey, this is pretty close to heaven. Wanna fly the Thud
in Vietnam? It's all yours. Got an itch to try the Phantom? Check it
out. Still pining for an A10? It's in here (a "turbo" version, I
think!) You've always loved the F15, but you're not into ground
pounding? Climb into the C model here. You've been admiring Falcon 4
but the weight of the manual gives you weak knees? Yep, the F16C and
even the F22 are here for you.
The action starts on the tarmac. You aren't alone out there!
Gentlemen, Install Your Jet
Remember when Longbow II arrived on the scene, with a maximum
install of some 600 MB? In those days the average hard drive was around
1.5 GB. We've come some distance since then, and USAF arrives on two
CDs, REQUIRING 415 MB as a minimal installation. Go for the full meal
deal and allocate a full 1145 MB of your drive.
I chose the CUSTOM route, leaving out the Vietnam campaign as a
way of testing CD access. This means actually SWAPPING in CD number two
when loading the campaign, and that is the only time you will notice
any access. Leaving out a campaign saves around 250 MB of your hard
drive.
Test system was a PII 450 with TNT2. At 800x600 frame rate has
not been an issue with all details to the max. Once loaded up you'll
get the usual JANE's multimedia intro, followed by the USAF specific
video footage. It's worth watching.
Entering the sim, the interface is a cross between the IAF
style and WW2 Fighters. Overall it's relatively clean and intuitive.
Your first stop will likely be the PREFERENCES.
My system defaulted to 1024x768 but not all the options were turned
on. I made that correction, and then turned off the training aids (Easy
Aiming and Easy Targetting were turned ON by default.)
When Tim "Flyboy" Henderson installed USAF, it failed to detect
his AMD Athlon 600, instead deciding he was running a K6-3 400. It
looks like Jane's have optimized for the Pentium III but have not
optimized for the Athlon. Too bad, but maybe this will be rectified in
a patch. I've been running under DX7 on WIN98 OSR 2.
Learning the Ropes:
Training and Single Missions
Next up, some flight training. This is the narrated, instructor
provided style training that we're getting accustomed to. It's nicely
done and I didn't find a single flaw in the taxi and takeoff missions I
flew in both the F16C and the F22A.
Training Missions
Landings are too forgiving, even on high realism settings. But for
most weekend simulation pilots, this isn't a bad design choice. You may
argue that they could simply select Easy Landing. I tend to agree.
Oddly, you'll have to keep your speed close to 200 knots for a safe
landing.
Groucho: USAF is a blast! Part of the reason for this is the
eye candy, no doubt. USAF is a gorgeous sim, funny colors on the F-16
aside. But I think the main appeal to those of us who like a jigger of
reality in our fun and games (shaken not stirred) are the generally
well thought out mission structures.
All of the missions you can fly are at any of four
"destinations"- Iraq (of course- I think it's the law), Vietnam,
Germany, and the strangest, most exotic, not to mention highly hostile
(especially to your paycheck) of all- Las Vegas. The Quick Missions,
Training, Single Missions, and Multiplayer structures are great-
annoying quirks aside- but the Campaigns and rough yet latently
powerful User Mission Editor or UME are where the real entertainment
lies. In my opinion, the UME is one of the most promising things about
USAF, especially for those of us with a decidedly more technical bent.
A God complex is also helpful.
Keep in mind before flaming in the Forum that my comments are
based on (1) Yes, I have tweaked the flight control gains in the
joystick utility and (2) All of the realism settings cranked to
eleven…making this a challenging simulation- even for you self
proclaimed F4 aces.
The Quick Mission Editor is an intuitive way of setting up
fairly simple scenarios. With a max of two flights per side and
restricted target choices, the QME is of the McDonald's school of
mission building- limited; fairly bland choices, fast service, and you
want fries with that? The QME is a great way to get familiar with the
individual airplanes and terrain, and a great way to tangle in
implausible "what if" scenarios (F-105 v. F-22?) when you don't want
your hard won pilot profile besmirched by abject failure.
Single Missions are a smattering of prefab scenarios, and are
pretty challenging. One of the more imaginative missions involves
saving a French 707 airliner from being abducted by those now generic
bad guys, the Iraqis (boo, hiss). There are enough surprises going on
here to keep even those with a stunted attention span involved. In this
package you also have the choice of flying missions that have been
completed in the semi-dynamic "Future" Campaigns (I'm getting to that)
and ones created in the Quick and User Mission Editors.
The pre-mission briefing contains all the information you need. A
description of the mission is presented, along with the flight tasking
and objectives, and even mission tips! USAF takes full advantage of
html content, and hyperlinks are used so that you can click on a
subject to bring up a window with 3D models and vital statistics
courtesty of Jane's Information Group. Clicking on a target name will
bring up a satellite photo of the target area where you can also access
a 3D view of the target in its setting.
Multiplayer works pretty much as advertised, although my hosting
experience is limited by my sim buddy having an internet connection
that is one step removed from a taught string between two soup cans.
Once a stable connection is accomplished, however, co-op missions are a
true blast. The screens for accomplishing an internet mission are well
thought out and idiot resistant, and clearing the skies of the Sukhoi
menace with a friend is much more satisfying than going solo.
USAF has been pushed as the "beta" for Next Big Thing- Jane's World
War-, which does sound VERY promising. At this point, however, JWW is
just so much vaporware. Logging on to the Jane's Combat Net you get the
same old aerial fragfest- fine if that is your cup of espresso. Can't
get into it, myself…but a lack of anything better to do sometimes draws
me there. Lock on to Groucho_01 if you disagree with my views on that.
Tactical Display
Viking1: After the training missions I went straight to Desert Storm
and chose the second mission. This mission involves taking out a COMMS
center if you choose to fly the F-117A. I took out the center on my
first try (!), but neglected to watch my fuel status. By the time I was
getting the warning message I had 1000 pounds left and thought I might
be able to limp home. Wrong. I had to bail.
After explaining the loss of a few million dollars worth of
military hardware, I reflew the mission. I didn't want to deal with the
time consuming process of finding and hooking up to a tanker, so I was
careful to monitor my throttle and managed to make it all the way back
to base on the single tank.
Mission Recorder
How Do You Want It? Flexible Gameplay
It's at this point that USAF builds on its strong suit. I chose
to fly the mission in the F-117, but after I had hit my target and was
out of SAM range, I decided to visit some other action.
Hitting ESC brings up the Tactical Display.
From here you can click on any of the aircraft listed along the bottom
of the screen, and either VISIT (you can observe but have no control)
or FLY (jump in the pilot's seat and get in the action.) If you choose
to VISIT, be sure you selected AP NAV mode when you left your assigned
aircraft.
In fact you don’t have to go back to the Tactical Display/Map
view to switch planes, you can do it in-flight via a shortcut (SHF
1-4). You can also VISIT
other aircraft via the Tactical Display if you have a long ingress to
target. I visited an F111 which was about fifteen miles from the target
area when I was still fifty miles out. The action over Baghdad was
intense.
I also recorded my second flight in the 117. The entire record was just
under 6 meg, a large file but with the hard drives today, not enough to
worry about. Playing back the mission, you get every sound and action
and can even edit camera views and save the changes. Events that
occurred during the mission are tracked, allowing you to jump directly
to a particular part of the mission.
There are two limitations: the inability to jump in to refly
and inability to access Night Vision. Unfortunately, going to an
outside view on a night mission isn't very interesting when you can
only see clearance lights.
Modified Tactical Display
Ah well. Hitting ESC while running the playback brings you to a
modified Tactical Display. From here you can look over the battlefied
and choose other aircraft to visit, so you can see other action that
occurred during the mission you flew. It's at this point that you may
notice some limitations: you can't access other views for other
aircraft, only for your own.
This brings up a few other limitations of USAF. Currently you
cannot access other views when the simulation is paused. A strange
limitation that many have found annoying. Many have also noticed some
serious texture tearing. These graphical glitches were quite serious in
my installation until I downloaded the latest 3.53 Detonator drivers
for my TNT2 board.
Another annoyance relates to control configuration. The USAF
demo showed us that there was some extreme sensitivity in the joystick
routines. The solution is to enter the PREFERENCES Control setup and
edit the joystick settings.
This will take care of one issue, but leave you with another. It's
still difficult to maintain level flight apart from engaging the
Autopilot. The trim settings (PGUP and PGDN) adjust the trim in strokes
that are too broad, and don't have the sensitivity needed. Solution?
Simply find the course and heading you desire and engage the AP LVL
mode. The second press of the "A" key engages the AP NAV mode and you
no longer have control of direction or throttle (other than through the
waypoint setting).
Built in voice comms is a first for a JANE's sim. I use Game
Commander so I haven't tested the voice comms for USAF. If you use
Roger Wilco you may have discovered there is a problem, but the fix is
simple. Open your \Resounding Folder (usually under Program Files) and
add the following line to the games.txt file: "Jane's USAF" "Jane's
USAF" 1 3000. Save the changes and you're ready to rock and roll.
As for AI, yes there are a few glitches here too. I've seen friendly
aircraft discover that the mountains are too high (G), and I've had
wingmen not respond to commands (only once.) I've also seen wingmen
apparently stuck in taxi mode on the ground. On the whole, however,
wingman AI is reliable in the single missions, but weaker in the
campaign (more on this later.)
Flight Modeling and Physics
Physics in USAF is pretty much state of the art. You'll see
primary and secondary explosions, damage can bleed from one system to
another, and your aircraft struts will compress when you hit the
brakes. Granted, landings are simply too easy in general.
If there are complaints to be made, they have to do with flight
behavior. Aside from the surprising similarity between dissimilar
aircraft, low speed behavior is greatly over done. If you fly the
training missions, the instructor will tell you to get your speed down
to about 150 knots on final. Don't do it. At that speed these aircraft
wallow around like a stuffed pig and you will drop like a stone.
At 150 knots you won't be able to maintain a proper glide slope.
Full Screen FLIR mode.
Secondly, inertia is modeled in the extreme. Aileron rolls don't stop
when the ailerons are neutralized. Finally, the A10 appears to have the
power of four engines pushing it. Top level speed is somewhere around
500 knots, and it is possible to maintain a climb rate rivaling a much
more powerful and streamlined aircraft. Trying to shake a hog off the
tail of an F15 is quite a challenge.
Is this a big deal? Not really, though it would have been nice to see the higher realism settings offer more accurate modeling.
USAF Campaign Mode
Groucho: Now into the true meat- Campaigns and UME. The Campaigns in
USAF are broken down into two types- Historical and Future. The
Historical Campaigns consist of scripted missions that are loosely-
most of the time VERY loosely- based on actual happenings over Vietnam
and Iraq. These missions are not related in any way other than era and
theatre and can be attempted or completed in any order.
The two Future Campaigns are a Red Flag war game over the Nellis AFB
Complex near Lost Wages and a (very) hypothetical battle against those
pesky Russian Nationalists over Germany. The Future Campaigns are
especially challenging, as they are semi-dynamic, or resource-driven.
This is a fancy way of saying that you start out with a set quantity of
pilots, aircraft, and armaments and any assets that are lost or used
have to be escorted in during a logistical mission that you must
escort.
In the course of these missions, if you lose cargo aircraft, you lose
supplies. These missions are limited to two per campaign, so your
timing is critical. A quick word from He Who Has Been There- don't let
your AMRAAMs run out before you have to get more stuff. Trust me. It is
this added dimension of supply chain management that adds to the
immersion and makes me enjoy the Future Campaigns a bit more than the
historical ones.
What the scripted campaigns lack in the logistic planning challenge,
they make up for in flavor. Even the "bumper music" is period specific,
with hendrixian acid rock for Vietnam and synth-heavy tunes for Desert
Storm. The aircraft are right for the era also- Rhinos and Thuds for
'Nam, Vipers and Eagles for Iraq. The strange mix of aircraft in the
Vietnam theatre makes for some interesting problems- flying the Thud
against a MiG-19 comes to mind. Let the rather impressive enemy AI suck
you into a knife fight and you tour of duty will be shortened a bit.
The missions in all Campaigns and Single Missions consist of multiple
packages with specific tasks (i.e. CAP, SEAD, strike, etc)- each of
which must successfully carry out their assignments. You can jump
easily between aircraft in the individual flights. I fact, to complete
most missions I have flown, you have to.
Friendly vs Enemy AI
If the enemy AI is so good- and it is- why does friendly AI suck so
badly? I have witnessed a flight of four strike package fly to its
target, one aircraft drop a single bomb (that misses), an element
leader fly into terrain, and the remaining flight of three initiate a
RTB. That made me have to drop out of my incomplete CAP, turn the
strike flight around, shack the target, and return to my now depleted
CAP flight (friendly air to air skills also lacking).
In having these horribly inept squadron mates, Jane's has taken
something which could be seen as a cool feature and transformed it into
a liability. At the risk of sounding like a spoiled child, sometimes I
don't WANT to fly air to mud! Don't wanna don't wanna!
Which brings me to the very cool User Mission Editor, or UME. I
don't know why, but Jane's printed documentation is very quiet about
this powerful tool. For those of you who have USAF and don't know what
I'm talking about, it is buried deep in your USAF folder (default path
is C:\Program Files\Jane's Combat Simulations\USAF\Resource\Missions)
provided you bit the hard drive bullet and did a full install. It can
be put in through a custom install also.
The UME allows you to create some highly complex missions in any of the
four available theatres, including the ability to script intricate "If-
Then" causal events and triggers. All of the objects in the USAF world,
be it user flyable aircraft, AI controlled weapons systems, or even
static buildings from skyscrapers and grass huts, are available for the
creation of a playground to blow stuff up in. Up to four User
controlled flights can be generated, along with as many AI aircraft as
you have the time to set up.
While presented in a fairly intuitive GUI interface, the capabilities
of the UME can be pretty intimidating. The "Wizard" tutorial is a great
help in getting ones arms around this beast. Still stuck? Excellent
HTML documentation is available online. The SPOT satellite imagery is
gorgeous to behold. Such info as terrain elevation is right at your
fingertips, allowing you to route packages through valleys and the
like. Of course, the ability of your AI flight to successfully fly your
mission is problematic.
What is the truly cool thing about building your own large-scale a
mission- as in the canned Campaign missions, all mission goals must be
met…but you set that goal! Want to create a huge tank-plinking mission,
leading a herd of Warthogs through the Fulda gap? Go ahead and build
it, omitting the bothersome opposing air force. This allows you open
T-80's like tuna cans and without worrying about the lobotomized
friendly AI stumbling around 20k' above you flying CAP like the Three
Stooges on heroin.
UME Limits and Needs
While the UME is definitely a huge "plus" that adds to the
appeal of this diversion to the hardcore simmer, it is not without some
very frustrating problems. I don't consider my system a slouch, but for
some reason navigation on the map is a tedious affair. I'm not sure if
it the graphics intensive SPOT imagery or what (though I doubt it, it
still chugs in Map mode), but trying to drag your view around the
theatre is an exercise in patience that would make a Zen Buddhist reach
for the Jack Daniels- straight up.
Setting waypoints is similarly annoying…do I have hold of the point I
want to move, or not? Must be one of the "if-then" triggers- "IF I
could set my waypoint over the target THEN I might actually be able to
fly this damn mission tonight". Annoying.
In accordance with the old adage about leading a horse to water, as far
as I can tell there is no way to get your flight to actually take on
fuel from a tanker, even when an actual hookup is performed. This is a
big deal in the Vietnam theatre as there are no friendly airfields
either! Note to Jane's- let's see some blue bases in the south, OK? Or,
even better, the ability to place airfields anywhere a structure can.
Another problem I have with planning a mission using the UME-
well, actually all missions in USAF…stealth does not appear to be
modeled very well. While, as recent experience in Kosovo can attest to,
there is no deterrent against the Mark 1 Eyeball, low-observable radar
shapes such as in the case of the F-117 do not appear to work much
better than F-15Es. Just a random thing I noticed while trying to
emulate a Kosovo-esque runway denial / SEAD mission.
This may come across as "piling on" the UME, but I enjoy
mission building almost- I repeat, almost- as much as flying them. The
USAF UME has the potential of being one of the most powerful mission
editors for a sim- period- and it's painful to grow old trying to
design some really Uber-strike on the Luxor in Vegas. The ability to
build a scenario in four different terrains and then try and make it
happen is a powerful thing- it would be a pity to let some easily
resolvable problems cripple it.
News and Views
Viking1: USAF has a flexible view system, and you can fly with fixed
cockpit, virtual cockpit, and no cockpit view with HUD. You can also
fly using an outside view with HUD (F8), an arcade style option for
those atmospheric but less dangerous moments.
The padlock view works well, and you also have options to padlock
your target or your wingman. Again, these are fairly standard features
but sometimes are missed in the rush to get a product to market. The
virtual cockpit slews very nicely, and the reflections are in full
color!
USAF also includes player to target views and the ubiquitous
player to threat view. The latter allows you to look across your
aircraft to an incoming missile. I hope that at some point in the
future JANE'S sims will also include a switching internal/external
padlock option such as that used in MiG Alley. But the essentials are
all here.
More Screens
USAF lends itself to screen shots. I've taken a few from other
missions to give you a sample. The terrain in Vietnam is VERY different
from the terrain in Iraq!
Graphics is a strong suit in USAF and greatly adds to the sense of
immersion. Virtually everyone who flys this simulation remarks on the
incredible detail in the terrain, and the generally impressive objects
and aircraft. Clouds are also quite awe-inspiring, and dawn or dusk is
literally beautiful.
Pilot Records
JANE's has taken the requests of virtual pilots very seriously,
and has gone the next mile in making it possible for pilots to compare
their abilities and experiences. The ability of USAF to record your
mission statistics is simply unsurpassed, and you can even share them
with other pilots via the web. Check out the image below.. you can even
graph your performance!
Aside from the sense of community that this kind of feature creates,
it also helps the player care about his success. That's good, because
it generates involvement in the game which in turn translates into more
fun. And if USAF is anything, it is FUN.
Multiplayer
Finally, it's terribly unfortunate that USAF doesn't allow LAN play
with a single CD. Not many people have a local area network in their
homes, but those who do would love to be able to run a local game
without having to purchase two copies of the game.
JANE'S Combat.net is a busy place with the release of USAF. I
tried a single mission and was AMAZED at the warpless connection.
However, I had no luck trying to establish a co-op mission when I
attempted it two weeks ago. The good news is that you can also
establish a TCP/IP connection and fly co-op missions, even in campaign
mode!
Multiplayer features are quite rich, and you can type and send
chat messages or send preset radio messages using the function keys
(F1-F12).
Manual and Documentation
USAF comes with a fat spiral bound manual and a short (27 pages)
installation guide. The manual includes a section on combat tactics, an
entire chapter combining the History of the USAF with campaign
backgrounds, and a chapter on aircraft specs.
The manual is nicely done, a vast improvement over that for
WWII Fighters, but of course there is also more to talk about! The
command card is nicely laid out, with four folding sections giving five
pages of information and a keyboard reference chart.
But of course USAF also includes the JANE'S reference section
accessed via the main menu. The separate access almost becomes
redundant since you can access information on virtually any threat you
will encounter in a given mission from the links offered in the mission
briefing.
For those who haven't yet discovered it, a file in the Cockpit
sub folder called "Cockpits.ibx" that has a line like "AddFrMessage=0".
If that 0 is changed to a 1, then the screen displays the frame rate.
"You can please some of the people all of the time...." Perhaps one of
the most difficult challenges faced by simulation designers is to throw
the net broadly enough to attract the serious players as well as the
weekend jet jockeys. USAF has succeeded, boldly going where angels fear
to tread.
USAF is immersive, accessible and challenging all at the same time.
It's gorgeous to look at, fun to fly, and flexible. It allows flight in
many of the most famous aircraft ever built in diverse settings. It
includes a powerful mission editor, good multiplayer features, a
mission recorder, and comprehensive pilot records.
USAF can be played on your own, or head to head, or in co-op mode with
your friends. You can take on in flight refueling, and you can issue
orders to your wingmen via voice commands. With some tweaking in the
UME and flight modeling, USAF may yet appeal to even more of the
hardcore crowd, accomplishing what many thought impossible.
For some of you, this is "the other guy's" simulation. But for
the weekend jet jockey, this is pretty close to heaven. Fly the Thud in
Vietnam or check out the F4. Go tank plinking in an A10 or go stealthy
in an F22 or F117. Jane's Combat Simulations tends to set the pace with each simulation they release, and USAF redefines the mid-core market with flare. Highly recommended!
The core rating is a scale to give the player some idea of what kind
of gameplay experience to expect. In general, the "core" rating reveals
how "hardcore" of a player the game will appeal to. Factors may include
maximum challenge, perceived realism, control-use difficulty,
complexity of AI and the depth of gameplay in determining the rating.
Learning Curve. What will an "average" sim fan have to invest in
this simulation in order to be able to survive (not necessarily excell)
in the simulated environment with cheats off and a moderate difficulty
level?
The "average" sim fan is someone who has been participating in military
simming for two years or more, and who has invested in some good
equipment: a joystick and throttle, and a decent computer system (PII
300 with 64 MB or better and a GOOD hardware accelerator).
Gameplay: 90
Graphics: 100
Sound: 90
Intelligence/AI: 80
User Interface/Mission Planner: 85
Fun Factor: 90
Learning Curve (in hours): 4
Overall Rating: 90
For overall excellence we award JANE'S USAF our Top Pick!