F22 ADF: Quick Combat - Page 1/1


Created on 2004-12-13 by Dave Pascoe

Title: F22 ADF: Quick Combat
By: Select Article Author Name
Date: 28 October, 1998 1134
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F22 ADF: Quick Combat
 

Digital Image Design added Quick Combat to F22-ADF for those of us who have many responsibilities and too little time to ever become cyber aces and top guns. I know in talking with a lot of fight sim friends, many people never become very proficient with these high end sims that we love so much simply because they do not have the time. I've always felt grateful for anyone who would take the time to write up tips and tricks for any sim, so I thought I'd return the favor.

Unlike either scripted missions or campaigns, Quick Combat is something anyone can jump into for an hour or so after a hard days work without raising a sweat or taxing the brain. After a day at work, I'm not much up to taking the time to plan missions, yet alone to take command of WWIII in an AWACS mission, so Quick Combat often is about all I care to handle.

Little is ever written for newbies or those of us who are admitted amateurs. Nor do the sim makers seem inclined to tell us much about their products. This can be extremely frustrating to the casual player who hasn't the endless hours to devote to study and experimentation. Here are some tips and tricks that I've learned to help make up for DID's woefully deficient manual.

MFD MAP

Quick Combat consists of 15 way points that increase in difficulty as you go along, with a few respiteful exceptions. According to DID, the minimum time to complete all 15 is a whopping five hours. But never mind, this is not something you have to finish. There is no pass or fail here. This is indeed an arcade style game. There are many different ways to challenge yourself, such as seeing how many points you can accumulate after flying as many points as you have time for.

The F22 Patch Among other things, the update patch for this sim makes missile avoidance considerable more difficult. Conversely, the missile hits you do sustain are somewhat less damaging, particularly to the avionics, only parts of which will go out instead of all of them. If you are not very proficient even on the "easy" level, you might want to hold off installing the patch.

The Weapons

AGM65 Maverick: This extremely versatile IR missile has most of its targets programmed into your flight. With a max range of 8 miles, I've yet to see it fail to hit a target. Don't forget to use it at every opportunity. Its prime targets are the SAM sites.

LAU68 rockets: You get lots of these so use them liberally. Utilizing the computerized gunsight, they are aimed the same as the cannon. Requires a moment to stabilize the aircraft before firing. The primary weapon for ground targets. Rockets have a range of 2 miles, but many targets don't come into view until you're almost on top of them. The gunsight range circle indicator should be at 9 o'clock before firing.

Cannon: Because of the large numbers of enemies thrown at you, the cannon is of little value most of the time. Take the time to line up a shot and someone will get you before you get them. There are some transports and bombers that you can play with though. Finish off the fighters at way point #4 and go after the squadron of B1 bombers circling the air base.

AIM120C Air to air missle. Simulation max range is about 24 miles but performs poorly at that range. Kill ratio is not all that good and I use only at 20 miles or less, or just to distract the enemy.

AIM9 Sidewinder: In real life is said not to be that great, but in this sim it is quite deadly. I find it quite effective even below its minimu range, especially with a good rear aspect. My program restores them erratically, but usually within a minute, one at a time or in odd groups, even all at once. What can I say? They come fast enough that I am rarely restrained in their use.

Q.C. has a richly varried terrain, along with a huge variety of targets, both air and ground, all of which are beautifully rendered. Since there is a time limit between points, one of the keys to success is learning which targets you have time for, and which yield the most points.

The first thing you learn on your way to WP#2 is that the best targets are in the opposite direction, and if you go back to hit them, you won't make the time limit. Then you learn that the juciest ground targets along the way do quite the same thing. Hit the targets, rack up the points and WHAM! A hord of MiG21's and SU25's is on you like a swarm of bees. If you do manage to fight them off, your time expires anyway.

QUICK COMBAT

Your score is very important from the standpoint that upon reaching each 5000 point level, any damage your plane has sustained gets repaired. This motivates you take the risks associated with hitting ground targets.

Ground Targets: After a good deal of frustration, I learned to spend some time on recon, choosing the best targets that take the least amount of time. Waste a few missions trying things out; review the game points summary at the end and note which targets score highest. Then try to memorize where they are. Note that the buildings in the cities seem not to come into view until its almost too late. The tall buildings are big targets that score few points. This is where it helps to memorize the location of small targets and keep your speed down on approach. That oil field off to the left has some nice, easy targets, but they come at a price.

The time limit on WP#2 is so short that I take the easy way and use the AGM65's on the preselected target list, then just concentrate on getting there. There are better pickings after WP2, after which you have about 17 mins. to get to WP3. But there are two cities side by side at WP2, which provides the opportunity to hit one, then the other while wasting little time circling back. Plan your approach altitude carefully and you'll reap the rewards. Clue: the smallest buildings score the biggest points. Tanks score a measly 50 points, so don't bother with them unless there's nothing better to do and they are along the way.

Watch out for the ordinance blast; there's so much realism here that small fragments can really ruin your day. If you're taking your shot really close and low, you'll fare better by banking away sharply rather than pulling up. To do this effectively, keep your speed down. Try to target rockets at 500 knots and you'll probably miss AND blow yourself up to boot.

Time Limits You do not have to pass over the WP to reset the clock. The moment the AGM65 takes out the SAMS, the clock gets reset. When running short of time, take your AGM65 shots the moment they are in range. Note: Be sure that you have the SAM site properly designated. In order to get the solid white circle to appear around it, causing the missile to lock on, you may have to click on it with the mouse. It will not select before the weapon is in range. At WP3 look for the communications tower and don't forget to use the AGM65's on the programmed targets, including the tank battalion 5 miles to the south. There is plenty of time to clean out most everything here.

Hit!

A2A For the first three WP's the enemy resorts to flanking attacks, after which the attacks become more random and varied. Even on the easy level, as many as 10 enemies will be thrown at you, sometimes all at once. Yes, it is possible to defeat them! But in order to do so, you're going to learn to become a good fighter pilot. Here is one of the best opportunities to practice in any sim I've seen.

First, don't allow yourself to be flanked. Fly several miles to one side of the WP line, as most of the bogies will come straight down the line. As soon as you see them, drift even further aside as this will place the bogies to your best advantage. Using steath (going to ENCOM 2) helps only if you have the patch. The AIM120's have around 30% kill probability beyond 20 miles; most hits will not subdue the target. Since weapons are renewed frequently, I'm very liberal with them, assigning at least two to each target at just below max range.


F22 ADF: Quick Combat Part II
 

Being off the course line has another advantage. Instead of all the bogies coming at you at about the same range, those nearest will be several miles closer and you can devote your attention to those first, instead all at once. Use the IRST and altimeter to confirm kills; these bogies don't go down easily. Don't be surprised when a target belching fire and smoke suddenly ends up on your six putting missles up your pipes.

Select the target and check their altitude to be sure they're going down. Two fires on the bogy usually means he's finished. One fire and he'll still be in the game. If the altitude is not winding down fast, or he's not in a spin, chances are that he's still in the game. Tip: If he ejects and you see his chute, he's not coming after you even though your radar warning is screaming at you.

QUICK COMBAT COCKPIT

There's a nifty airbase at WP4 with a flight of B1's flying around. This is a good time to practice with the cannon because there is some extra time. Particularly since they can't shoot back! Take out the control tower for 350 points and the hangers for more. You'll get an even bigger bonus if you can get the large hanger with the big transport plane parked next to it. The transport is programed for the maverick, so change weapons and let'er rip.

Stealth

As I said, stealth works far better with the patch. After WP3 there are some really good opportunities to use terrain masking, and it really works. Try masking along to the left of the mountain range before WP4. Fly at about 600', very close in. Its great fun to sneak up on the WP4 defenders to within Sidewinder range, go to AB at least a minute before your attack to build up speed, climb rapidly, switch to Auto Emcon, and nail the buggers at 10 miles. Let loose a barrage and you can get them all at once.

The terrain following radar is represented by the rectangular box at the center of the pitch ladder. Unlike many other sims, the featureless sand dunes in ADF make it very hard to judge altitude by sight. Pay closest attention to is this altitude indicator. Otherwise, you'll soon be plowing furrows in the sand.

From here on, there are a lot of terrain masking opportunities. Learn to read your map and use it. Or end up flying along a lot of dead end valleys, wasting valuable time. Until you become proficient in clearing the defenders out of the way, its best to forget about ground targets until you can at least get to the WP. Look at your map and you will see a narrow valley leading to WP7 to the right of the rhumb line. Its loaded with ground targets, but you'll never get to WP7 if you're tempted to engage more than a couple. Fly close to the mountains on the left; this will help mask you from the defenders which also approach from the left.

At WP7 we are presented with an airbase loaded with SAMS. Far too many to take all of them out. You have the choice of either flying over the WP - and risk getting blown out of the sky - or figuring which of the SAMS will reset the clock. By this time you should have amassed at least 8000 points. Get there quickly, circle the base just out of SAM range, and plink them as your HARMS are restored. At least 2 of those SAMS will reset the clock. Shoot the helicopters while your waiting.

Getting Disoriented and Flying the Wrong Way?

This is real easy to do when you lower the senor range for close in work. Then, when you increase the range you can't see a waypoint to know which way to go. The way to avoid this is to make a mental note of your compass heading.

At WP8 there is a lovely little shipyard with a lot of high score targets. In between are a couple of very pesky JAST Grippens that can fly the pants off an F22. If you don't take them out with missiles quickly, you gonna die for sure unless you are very good. Throw everything you've got at them before they can turn on you. There are more of them further on so keep your eyes out for them.

At this point you are more than half way to the end, but now it starts to get really difficult. On the other hand, target scores increase and your damaged plane will get repaired faster. Since you can't avoid taking hits, keep working toward that next 5000 point level and survive!

Dogfighting Tips

The differing capabilites of the various types of fighters will quickly become apparent, just one more aspect that makes QC a great training exercise. The small Tornados, EF2000 and JAST will hit you hard and fast, so try to avoid getting into a knife fight with them. Give these guys BVR priority and save the Russian planes for last; they're easier close in. The F22 will out turn the Su27 and 31 in this sim, so you have the upper hand.

With multiple targets in close, pause frequently and plan your turns carefully to keep a target or two at 2 miles or more, then use the sidewinders on them. You will not win a gun battle with multiple enemies, so don't try. Keep them off your six and work for separation, preferably for rear aspect missile shots. Head-on shots with the sidewinder also have a high PK, but there are few of these in a dogfight.

In a pinch, the AIM9 will score hits at two miles or less if you have a good aspect, meaning rear aspect only. Don't waste time with broadside shots. You need to be slightly aft, or very far forward of his beam to get a reasonably reliable hit this close in.

Pay close attention to the Defense (left) MFD and which direction the enemies are going. Their radar triangles make this easier than the directional arrows on the center MFD. As you are turning to avoid them getting on your six, you should also be selecting and setting up the next best target at the same time. Get into the habit of thinking offensively AND defensively at the same time.

Su 35

In other words, as you're circling around, you're picking the back guys off one at a time, gradually reducing the odds against you. ALWAYS target the one bogy that is furthest from you, assuming he's within range, of course. Don't panic, but take your time. Despite the apparent overwhelming odds, you can prevail. The enemies are confused as often as you are.

Views

Because of the numerous enemies, I've found that playing around with the views more often that not is what gets me killed. There just isn't time to get too fancy, and with multiple targets appearing in one view, it may not be much help anyway. I stick to panning the cockpit view, if necessary, and the MFD's, unless there is really have a need to zero in on one particular target. I use the wide angle rather than the HUD view most of the time for close in work.

Furballs

Inevitably you'll end up in some furballs with a half-dozen enemies in close. Fear not, you kill them all and come out unscathed with efficient maneuvering.

I plan my turns based on target aspect and range, as well as potential threat. Nor do I hesitate to pause and study the situation. One of the keys to killing off multiple defenders quickly is to make sweeping turns as efficiently as possible. That means that you want to bring as many targets into view as possible. If turning one direction will bring two or more into range, then you go that direction rather than making a turn for just one target. Try to bring the target as close to the center of the HUD as possible before firing; avoid over the shoulder shots.

There isn't much time for throttle work in furballs, so I set mine to maintain a speed betwee 250 and 300 in tight turns. Keeping an eye on the speedo and using the AB only to restore lost speed when I get some breathing space. Like about 10 seconds or so! The F22 will hold its speed quite well as long as you're not yanking on the stick too much. Keep turns fluid and stay above corner velocity when possible. Do NOT use thrust vectoring at low speeds unless you want to fall out of the sky.

MiG Down

The Diving Turn

I've never heard it mentioned before, but executing a diving turn is very effective at shaking bogies on your six. At speeds of 350 or less, the downward turn can be executed in 5,000 feet or less with a very short radius. This can bring you up under and behind your target who will appear to have lost you.

This turn is executed by chopping the throttle in a rollover dive and pullout. Throttle up at the climbing point and on up until you are back into a steep climbing attitude, at which point you immediately begin searching for your target, bringing your nose up for an upward shot. Note the enemy's altitude before you try this so that you'll know how high up to search for him as you come around.

If you've lost him at this point, don't use a padlock, but rollover and radar sweep, locating him on the MFD. Padlock will just disorient you. Once you've got a rear aspect, take your shot. The enemy is unlikely to see your missile coming up from below.

Badly Damaged?

Then fight on, and go for that 5,000 points and get repaired. Don't give up, it can be done. Learn to target A2A missiles without avionics. Aim Mavericks at a runway for 300 points. Point a Sidewinder in the direction of target, give it a moment to lock on, and fire. AIM120's have internal radar and will also work. Depending on damage, you may even get the audible lock on sound to help out. Don't give up. You can't eject anyway in Q.C.!

Padlock

Target Anomalies often show up in ADF. Position delays will occur if your frame rate slows down, with bogies suddenly changing position. There are also annoying target selection glitches that occasionally cause me to pause and manually select the target with the mouse, rather than my stick controls. All of these may also be related to slow downs in frame rates that can have many causes. Other than these, I don't find many bugs in Q.C.

Disappointments

A serious shortcoming of QC is that you cannot save your game and return to it another day. Nor is there any provision for starting off at a WP other than #1. DID should correct this because after a while it becomes frustrating fighting the same battles over and over. At the least, one should be able to choose any starting point. I've never gotten beyond WP11 simply because I don't have the time. Maybe one of these days someone will write a cheat code.



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