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Janes F15: Part III by Leonard "Viking1" Hjalmarson
Click for a larger image...
To date we've taken a peek at comms and wingman control, talked a bit about the
cockpit, rehearsed the feeling of flight, and reviewed a scramble mission. We've
also hit at the damage model and physics and talked about HOTAS issues, and reviewed
some info on the TEWS and radar Auto Acquisition modes. This time around I want
to look at the padlock and views, and give you an overview of the mission and
campaign structure.
Mission Structure: From Training to Campaigns
As you would expect from Janes, its all here: training missions, configurable
instant action, single missions, campaigns, and Janes online.
The screen at left shows the instant action setup. If you bring up the larger
image you will see that the parameters you are selecting offer a great deal
of variety. So if you want to just jump in and fly, you can go for it! Want
to try me against the world? Its there. Want to set up a ground attack mission
with a single wingman at night, against the toughest defense the enemy can muster?
No problem. Well, it might be a problem, but you can fly it if you want to!
Meantime, the single mission choices are substantial. What surprised me was
the variety of ATO that has been designed by Janes. You can choose from the
typical ground strikes or air to air engagements, a combination style mission,
and even some rather unusual ones like stopping hijacked aircraft or defending
yourself and your mates from your old friends after having gone rogue!
Training missions range from getting the feel of your aircraft from takeoff to landing, learning to operate its
systems, to actual combat. You won't find the instructor supervised missions of Longbow,
but you will have ample opportunity to learn systems in environments ranging
from non-threat to high challenge.
As we already knew, there are two possible campaigns: the UN war with Iraq
(Desert Storm), and a hypothetical action against Iran in 2002. Once you have
chosen a campaign you will get a video introduction and text summary of the
situation. Then the briefing screen will come up and you can view the mission
map, adjusting and filtering various components according to your personal preference
and also accessing intel data.
There are three rows of buttons to the upper right of the map interface that
control the information displayed on the map. You can toggle friendly, neutral
and enemy aircraft, ground defense and radar sites, weapon ranges, airbases,
and labels. Then you may also add, move or delete waypoints. And, of course,
you can zoom in and out or even click on REVERT to restore the original setup.
Having done this, its time to choose an airframe. Initially your choices won't
mean much, but in later missions an airframe that is shot up MAY have to be
flown if you are low on aircraft. And wingmen will grow in skill, so losing
members of your flight later on will be costly. Going into battle with seasoned
vets has its advantages!
Following this selection you go to arming and assign loadouts. There are about fifteen pre-determined loadouts, but the genius of this station is the ability to create and save CUSTOM loadouts. Of course, that doesn't mean your preferred load will always be available. Choose AMRAAMs for your first ten missions and you may
not have any available for the next five or six, depending on how you set up
the realism options in your campaign.
An interesting addition to this section is a Weapon Advisor function. Clicking
on the Advisor button brings up a brief tutorial that matches weapon types to
targets. The match can be made either way: choosing a weapon brings up a list
of appropriate targets, and vice versa.
After this you move to the Targetting screen. The primary use of this screen is to get a look at the target area so you recognize when it you get there. A more advanced use, however, is that whenever a mission has a ground
target you have the option of undesignating targets or choosing alternate ones.
One target is assigned per waypoint per pilot and you can adjust assigments
to your liking.
As for the feeling in the campaign, if you've read Smallwoods' book on the
Eagle in Desert Storm, you will know what to expect! CJ Martin commented on
the newsgroup recently: "The Desert Shield/Desert Storm campaign is based
solidly in fact. The ground defenses are pretty numerous, and the full up KARI
air warning network is in place at the beginning of the war...to be taken down
piece by piece during the opening days (and nights). The Iraqi Air Force did
make some feeble attempts at interception (and now with post war analysis, it
seems likely that they got a single kill against a USN F/A-18). Will there be
'waves of MiGs'? NO! However, the AI level you set for the enemy aircraft could
have a dramatic difference on how well the bad guys fight (obviously). And yes,
later in the conflict, the Iraqi's will attempt to flee to Iran... "
Room with a View
Views in F15 are similar in layout to those in Janes Longbow. Cardinal views
are supported, and also a virtual cockpit with a pan function. The vc has roughly
60 degrees field of view and a padlock function very similar to that in Longbow.
Thats good, because it means the learning curve for using the cockpit in F15
will be a bit shorter for those familiar with Janes Longbow. Hit F4 once to
get to the virtual cockpit, and F4 the second time as a padlock function. F1
brings you back to the fixed view, and F2 brings you the look down full instrument
view.
Padlock is implemented in such a way that in high realism modes you will NOT
be able to crane your neck beyond standard human limitations. If an object moves
beyond this physical limit for more than a few seconds you will lose your padlock
and have to manouver to reacquire.
However, there is an unusual function supported in F15 that would have been
great in Longbow, but perhaps is even more necessary in a fixed wing sim where
you can't hover to look over your instruments. F15 gives us the ability to pull
up a quick MFD view while in VC mode. The MFDs that appear when you invoke this
function pop up in the center of your screen in one block and will be the ones
you currently have active in your three forward MPD displays, most likely radar,
TEWS and TSD, though in some situations it will be a LANTIRN display or Frozen
ground map.
As you can see from the shot above right, Longbow doesn't hold a lot over F15.
Dynamic lighting, glare and smoke effects are very nicely done and explosions
are coming along nicely also.
As noted in a previous article, there are TWO separate manuals designed for
F15: a casual mode, 4o page manual, and the expert mode, 350 page manual. Here
is a summary of the main sections in the Expert manual:
1. Interface. General instructions, Main Menu, Training, Campaigns, Instant
Action, SIngle Missions and Reference.
2. Cockpit. Front seat/back seat, Master Modes, HUD, MPDs, UFC, Additional
Cockpit features.
3. Flight. 20 pages on dynamics including physics, g-forces, flight characteristics
and flight disruptions, another fifteen on takeoff and landing, navigating and
refuelling.
4. Combat. Loadouts, A2A Engagement, A2G Engagement, Getting out alive.
5. Mission Builder. Main Screen, Designing a Mission, Intro to Mission Builder,
Mission Features.
6. Multiplayer.
7. Appendices. Campaigns. Acornyms. Glossary. Fuel Flow. Bibliography. Credits.
Main
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Last Updated February 25th, 1997
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