Joint Strike Fighter: Review - Page 1/1


Created on 2005-01-28

Title: Joint Strike Fighter: Review
By: Len 'Viking1' Hjalmarson
Date: 1997-12-01 2005
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

Joint Strike Fighter: Part I

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Quick View Ratings

Gameplay Graphics Sound Intelligence Learning Curve Fun Factor
90 100 90 85 4 Hrs 90
Info on Ratings

Test System One:

  • AMD K6 233 with 1 meg cache
  • 4 gig Cheetah SCSI 3 Hard Disk
  • 64 meg of SDRam and 32 meg cache
  • STB Velocity 128 3d
  • AWE 64 Sound Board output to Jazz 3d stereo
  • 17" MAG monitor
  • TM gear
  • Saitek gear
  • CH gear

Test System Two:

  • PII 337.5 with 512K cache
  • 4 GB UDMA Quantum
  • 32 meg of EDO
  • Matrox Millenium 4 meg
  • Canopus Pure 3d 6 meg
  • Game Theatre 64
  • 17" VOXON monitor
  • CH gear

JSF SKY

The Joint Strike Fighter jetfighter project has been conceived by the Pentagon because it can afford only one major aircraft engineering and manufacturing development (EMD) program in the period 2000-2010. The program is set to replace the F-16, the AV-8B Harrier and is producing a multi-role fighter to carry out ground strike-missions, interception and patrol while making use of the latest advances in stealth-technology, weapon-systems and computer communication. In November 1996, two contractors were selected to meet this challenge: Boeing and Lockheed-Martin. For more information on the actual program go to: JSF Program


If you're a serious gamer and a reader of Next Generation magazine, you may have heard of a small team of programmers called Innerloop. These guys are basically a "demo group" from the Norway scene where they had invented a new way of drawing detailed terrain at long distances and high speeds. They were known for a little demo of a snowboarding girl on amazing terrain and were investigating some kind of flying game.

As it turns out, they ended up getting very serious about that flying game and got picked up by Eidos to make JSF: Joint Strike Fighter. JSF is basically the Innerloop equivalent of Jetfighter III. It's purpose is to let the player fly either the Lockheed Martin or the Boeing Joint Attack Strike Fighter (JAST) proposed aircraft for the upcoming competitive flyoff. You will get to fly both jets yourself and see which one you like the most across four campaign scenarios.

I must have been making some rather LARGE assumptions about JSF. I was expecting a very light simulation, perhaps close to Novalogics F22 Raptor. But after about six hours with this sim I am impressed! JSF comes in at intermediate level; I would wager it will appeal to the light weekend sim crowd as well as to many hardcore fans. I think the best comparison should be to EF2000, although the terrain is even more beautiful. Nuff said, on to the nuts and bolts!

Into the Wild Blue Yonder

Installation options are 50, 70 or 150 megs though 150 is recommended for best performance. I think that the difference between the medium and large install is primarily sound files. Install calls for DX5 which most of us run by now. I had no problem whatsoever with installation.

The opening MENU lists these options:

  • Dogfight
  • Multiplayer
  • Campaign
  • Select Pilot
  • Options
  • Quit

The game looks extremely good. You have detailed, light-sourced graphics that look amazing even without a 3d card. The terrain has much more physical shape detail than you would expect in a non-accelerated game. Additionally, first impressions of the game's physics modeling and ground-landing gear physics make it appear to be approaching that of A-10 Cuba!

JSF Allies

Maybe it has to do with InnerLoop's physical proximity to Britain, but the game has some remarkable resemblances to a next generation EF2000. The whole cockpit/MFD interface feels very similar, with a persistent virtual cockpit and familiar looking MFD screens. You can move between MFDs with your mouse and the cockpit is interactive when you pull up MFDs. However, when you look down at your hands and feet, they all mimic your movements on the controls! Even your knees can be seen moving as you work the rudder pedals.

While the game runs fine and looks great without 3d hardware, I also tested on my 3dfx board for good measure. Special effects are also provided in software, so that in fact the only gain derived by running under 3dfx acceleration is higher resolutions at good frame rates.

I liked 640x480 16-bit color on my 233 system (non accelerated). With all effects toggled on and detail at medium for terrain and high for objects I was averaging about 10-12 fps on this system. At this resolution and detail level you will not see anything else on the market that looks this good. Skies, aircraft, the ground with trees and snow is quite incredible. Even the sense of speed at low level is comparable to the best out there, and this is WITHOUT 3d hardware! JSF will allow 16-bit color for every resolution up to 1280x1024!! Obviously you can't run in software mode at that resolution with a 233, but by next year who knows?

Under 3dfx at 800x600 the game is a knock out, with more atmosphere than any other light flight sim on the market although JF3 Platinum is close. On my 333 system under 3dfx I can turn detail and effects to MAX and still get around 30 fps. My Velocity 128 in the AMD 233 won't allow resolution past 1024x768 at 16 bit color, but when I swapped in the Permedia Two based board (8 meg) I went up to 1280x764. I'll be honest with you.... I'm tempted to swap this board into my 337 PII just to play around occasionally with JSF at 1280x1024. On my 233 its the most beautiful slide show I've ever seen at that resolution, but on a PII 337 I suspect it would still be playable... =)

Dogfight/Quick Combat

JSF DOGFIGHT
Click for a larger image...

This is great option and one that was added in later revisions of EF2000. The choices presented when you select Dogfight are these: TIme of day (random or specific), Weather (Random seems the only selection possible), No of Wingmen (None up to 8), Enemies per wave (None up to 8), Enemy Type (also locked in Random), Distance : five options from Very Close to Very Far, and you can also check Guns Only.

Obviously the BEST place to check out a virtual padlock and handling of this machine. I chose daylight, one enemy no wingman and guns only. My enemy appeared in front of me at 3.5 miles, another F22. His manouvering was fair although I don't think he ever got a shot at me. It would have been nice to have a difficulty toggle, I'm not sure if the general difficulty setting for the sim applies here, but it might. I had left the difficulty on average (you can crank it up two more levels).

The virtual cockpit is invoked by F2, and then a second press gives you padlock, much like in Longbow 2. VC when you lose front view has the canopy reflections similar to EF2000 that help you stay oriented. Because this machine can pull incredible AOA orientation is easily lost!

"G" effects are quite amazing. I've heard descriptions from jet jocks that when you pull too many Gs your circle of vision gradually narrows and if you continue you lose vision altogether. JSF models this description to the letter. The blackness creeps inward toward the center of the screen. YOu can pull high g's and keep a small circle of vision, but increase it and the screen goes black, then fades back on when you let up.

I then tried the same scenario with one wingman and two bandits. Fun! First we were up against two F22s, then two Rafales, then an Su-35 and a MiG-29. Explosions are awesome and pieces of the aircraft will go flying past your airframe. I've seen parachutes in the sim but these aren't modelled in the dogfighting. For more on the virtual cockpit see VIEWS below.

Immersion and Sound

Graphics features and effects have been carefully modelled throughout the sim. Chaff, flares and missile trails look good. Sun glare, fog and haze... all as you would expect from a late 1997 simulation (even contrails!). What will surprise you is that the terrain looks as good down low as up high, and you can crank the detail higher than you would expect and still get a good frame rate.

Its amazing how good trees look and how they improve the sense of reality. True, its a sparse forest, but crusing low over terrain it looks normal and improves the sense of speed.

JSF is the first military sim for the PC to attempt modelling rain and snow, and you can throw in wind and turbulence for good measure. Taking off into the wind is a new experience for me and I was surprised by the different "feel" this gave the takeoff experience. Its not too hard to lose control and if you take off in a cross wind you can get flipped off the runway if you aren't paying attention!

Sound modelling is good, and unlike F22 Raptor sounds are modelled for a variety of objects. There may be a bug in that I usually don't hear engine sounds until after I have requested clearance for takeoff. I'm not sure if this is because my virtual pilot has not started his engines til then..? But this doesn't make sense since I am already on the runway! Incidentally, you can click a toggle to begin each mission on the runway or on the tarmac.

If you are browsing objects (not unlike the browse views in EF2000, and you can also browse objects "after death") you will hear sounds appropriate to them, from the dull roar of a truck engine to the whir of chopper blades. You can also choose a wingman view at any time, and will hear engine sounds as appropriate. If they kick in afterburner you will see and hear it, and engine spool/up down is also modelled.

CHOPPER
Click for larger image.

The simulation features FOUR campaign scenarios, each semi-dynamic in nature. This means that there will be less repetition, a good feeling of immersion and high replayability. It also models almost 10 MILLION square miles of actual terrain. The campaigns get progressively more difficult although you can play them in any order. I prefer the Columbian terrain and the Kola peninsula to Afghanistan and Korea so most of my test missions were flown there.

First impressions are important. While the virtual cockpit is not as impressive as F22: ADF, I liked it better than that in F22 Raptor. I didn't care for the MFD system all that much, however, and the sim would have greatly benefited from interactive MFDs using a mouse. However, that said, you can program ANY MFD function into your HOTAS, something you cannot do with F22: ADF.

Briefing and debriefing are nicely done, with sufficient detail that you feel involved and informed. From the Main Menu you can choose Dogfight, Multiplay or Campaign. Dogfight gives you a couple of choices then you find yourself in the sky for some action. You can select weather conditions and time of day and also whether you will go guns only or the full weapons options. If you launch into the campaign you can choose to start in the air or on the runway.

Options and Setup

Hitting ESC during the game brings up a list of MENUS on the top of the screen. Under Cheats appear these options:

  • View. You may toggle g forces on and off for redout and blackout.
  • Physics. Easy Landings (undercarriage damage limits).
  • No Wind
  • No Turbulence (especially noticeable at low level)
  • Cannon: Easy Aiming On/Off
  • Damage Level: Realistic and Invulnerable. Selecting 'Invulnerable' disables your ability to save your progress in the campaigns.
  • Supplies: Unlimited Ammo On/Off. Unlimited Ammo also disables your ability to save your progress.
  • Difficulty. Enemy Skill: Rookie, Novice, Average, Veteran and Ace. The default setting is Average.

Under the VIEW menu you can decide how the camera behaves. Normally it will shake at high velocity and during tight turns. This is most noticeable in the F2 virtual cockpit view and is similar to Longbow 2. You can also toggle g effects that will cause the pilots head to tilt.

A sub menu also allows you to configure whether or not flight information is super-imposed on the screen. It has three sections:

  • HMD Radars:
    When checked, the active and passive radar displays from the MFDs are superimposed on the lower corners of the HMD.

  • External HMD:
    When selected, portions of the HMD will be available to certain external views.

  • Enable Messages:
    When selected, this displays text messages that complement the computer and radio messages into the cockpit. Examples of such messages are "Enemy Lock-On" and "Shoot"

Other standard options select joystick vs keyboard, and mouse sensitivity if you choose to use a mouse rather than a joystick.

Graphics Options

Graphics options allow you to change object and terrain complexity to enhance performance, select certain graphics features in the game and add or remove some transparency effects during flight. Subtracting detail and features enhance performance at the expense of visual appearance.

Detail Options allow you to add to or subtracts from the graphic detail of objects, such as aircraft, and terrain features, such as buildings and roads. It is divided in two:

Object Complexity:
A gradient bar that adds or subtracts detail from objects you see during flight, such as other aircraft. To alter the current setting, use the Up/Down arrow keys to highlight the selection and press Enter. Then use the Left/Right arrow keys to vary the gradient bar setting. Moving the bar to the right will add complexity; move it to the left to subtract detail.

Terrain Complexity:
This slider works in the same manner as Object Complexity. Use the Left/Right arrow keys to add or subtract from terrain detail.

Terrain Objects:
This slider detemines how many terrain objects should be drawn-none, only the trees, or all terrain objects.

The Features menu allows you to choose effects and features which enhance the graphics, yet are not vital to the gameplay.

JSF2
Click for a larger image...

Enable Lens Flares:
Lens flares emulate the optical effect created by a camera when exposed to strong light sources, for instance from the sun or a rocket blast. When checked, these effects are enabled. Disabling the effects will improve performance.

Enable Particles:
When enabled, a particle system is used for rendering weather effects like wind and rain. This may reduce performance on slower computers.

Transparency:
Certain special effects in the game can be rendered with or without transparency. Though transparency may reduce the performance of the game, it may add to the visual appearance of the game. Some effects are handled separately, like smoke, shadows and explosions. The explosions in JSF are some of the best I have ever seen... Eidos suggests that players with less than a 166 Pentium experiment with the options in the graphics menu for the best performance. And by the way, the music in flight is very good....

While JSF is not meant to compete with the likes of F22:ADF or even iF22, some aspects of the simulation are still outstanding. The flight model feels very good, for example, and you will notice the difference in a heavy payload. Speed bleeds appropriately, and the two aircraft feel different from one another.

General Avionics and AI

This is a stealth fighter simulation, and so you are going to make heavy use of AWACS and the In Flight Data Link. Even before you leave the runway you will want to hit your SHF key and call to AWACS to activate your link. So far so good!

The problem is that while you have a fairly complete choice of displays, you will not have the control options that you have in iF22 or F22:ADF. The interface is streamlined for simplicity. So while you can go to your attack MFD, you can't call up info on a given bandit. You won't know his speed or altitude until you lock him up.

TARGET VIEW

Similarly, JSF models radar but it doesn't model the sophistication of the LPI (Low Probability of Intercept) system that exists in the actual F22. On the other hand, you can select three different view modes: the plan view (normal), side elevation view (used to check relative elevation) and the cross section view (to determine enemy altitude and movement across your flight path). It would be easy to assume that because JSF isn't targetted at the hard core crowd that it lacks any depth in control. But as with the wingmen control, JSF has some surprises!

JSF also models the synthetic overlay capability of the the new stealth fighters. The JSF carries an onboard terrain database; together with information from other platforms, it can generate a synthetic terrain overlay on the HMD. Basically, the terrain overlay is a computer generated 3D image of the terrain that helps the pilot fly the aircraft in poor visibility. "STO": Toggles Synthetic Terrain Overlay on/off. "SOO": Toggles Synthetic Object Overlay on/off. (Turning on STO however, gives a frame rate hit).

The HMD is able to add colour coded velocity vectors to all targets registered by the aircraft's weapon systems (active radar, FLIR, GPS, AR). In effect, this will show the movement direction of all targets in true 3D space. The colour codes are the same as those used by the Attack MFD and the Offensive MFD. Naturally, night vision ability is also modelled.

VOCOM voice modelling is also in place. When the on-board computer detects a situation that is of great importance to the pilot, it can call attention to the pilot by displaying text on the HMD or activating warning lights. This is sometimes not enough to get the pilot's attention. The designers therefore put in an another way of notifying the pilot, called automated voice computer messages or VOCOM. The VOCOM is a female voice that tells the pilot about certain incidents. The VOCOM is female because research has shown that this is the voice pilots focus on easiest =) Warning tones are in place to tell you of radar locks and launches.

I didn't notice any glaring problems with wingman or enemy AI, and in fact if you select expert levels of play for your enemies you will have your hands full trying to survive, much less complete your mission! You'll come up against F-16s, the Mirage, MiG 29s, Su-27s, Su-35s and a host of other aircraft. Objects are nicely detailed and you won't lack for good ground targets either! In fact, this simulation is really aimed at the mud movers.

JSF AutoPilot

In today's combat environments, pilots experience enormous pressure and huge workloads. They must maintain high situational awareness while communicating, monitoring aircraft systems, monitoring and evading missiles, positioning their aircraft, etc. Research on easing pilot workload has resulted in a number of sophisticated Flight Assistance Systems, all present in the JSF aircraft.

JSF CHASE VIEW
Click for a larger image...

Almost all modern aircraft are equipped with an autopilot (a computer able to fly the aircraft). To activate the JSF's auto-pilot, press A. To deactivate its autopilot, press A again. The complete autopilot system is available on the Control MFD / AUT, and operates in 4 different modes. You can alter the data used by the autopilot, such as heading, height, speed, according to the situation requirements.

Mode 1: Waypoint
In waypoint mode, the autopilot directs your aircraft to the active waypoint, with the selected height and speed. Useful when you want to study the MFDs, fly with accelerated time or just to enjoy the view.

Mode 2: Heading
When selecting heading mode, the autopilot maintains the selected heading, at the selected height and speed.

Mode 3: Tracking
The tracking mode maintains the speed of the active air target. Perfect for lining up a cannon kill, or if you want to maintain a constant distance from a target.

Mode 4: Auto-Throttle
The auto-throttle mode helps the aircraft maintain a constant speed. This is selected by the pilot on Control MFD / AUT. Perfect for situations requiring constant speed, like landing and dogfights.

Terrain Avoidance System
Too many deaths of fighter pilots are not the cause of an enemy missile, but of their own inattention leading to an encounter with a hard surface - like the ground. This has especially been the case when flying at low altitudes. The designers of the X-32 and the X-35 therefore decided to include a Terrain Avoidance System in their planes. This system continually monitors the state of the aircraft, and adjusts the direction of the plane if there is a Crash Situation.

While using the autopilot in waypoint mode, the avoidance system is always on. This ensures that you will not crash while studying your MFD's. In all the other autopilot modes and when the autopilot is off the terrain avoidance state can be set in the Control MFD / AUT / TRA. If you get tired of hearing that warning and having your ac pull up by itself just turn off the TRA. Note: The Terrain Avoidance System is automatically turned off when you extend the landing gear.

Terrain Following Box
Sometimes it is preferable to fly terrain hogging without using the autopilot. In such a case you should take your gear in, turn off the terrain avoidance system, and a small box, called terrain following box, will appear on the HMD. If you keep your velocity vector inside this box you will fly safe at low altitude.

You can adjust the height of the terrain following box on the Control MFD / AUT / TRA up and down, as you can for terrain following waypoints. The recommended terrain following height depends on what kind of mission you are on, the terrain and how many wingmen who join your flight.

Level Function
If you lose control over your plane, press the level button to recover your flight. Your flight computer will then level your plane, and ensure that you gain speed if necessary. Level operation will cancel when you touch the throttle or stick. You can also cancel the operation by pressing the level button again. The level function is invoked with the L-button.

By the way, JSF also does a decent job of modelling GPS targetting systems!

News and Views

JSF Virtual Cockpit
Click for larger image.

The virtual cockpit in JSF is far beyond that in Novalogics F22 Raptor, more closely resembling that of EF2000. As EF2000, it also is rendered at 320x300 in spite of the resolution of terrain and objects in general.

However, you can slew the F2 cockpit (keypad keys) and the padlock mode is based on the vc view. The cockpit is readable even when not zoomed in to a particular MFD, but you can't use the mouse to click on controls in the general MFD view.

When you zoom in, however, you CAN use the mouse which becomes active when you hold the ALT key down. (In the TM file I have designed T1 activates the mouse. You can also REM this line out and remove the REM for the proper mouse line at the top of the file to use your cursor button on the TQS as a mouse). Obviously this is a fairly efficient and friendly way to access control functions and this is not an option in Novalogics newest sim. One disclaimer: the mouse marker (a hand) is very dark and difficult to see at times unless you have nightvision on.

Views in general are nicely done in JSF. Unfortunately, one nice feature of DiDs sims has not been included: the ability to access various views while paused. Since SA in PC simulations does not yet rival the real thing, its handy be able to move around MFDs and change control options while in PAUSE mode. However, at least you can use the mouse to do this, a feature left out of ADF.

And by the way, the IFDL link appears in outside views. I know that for some having an external view of the aircraft is a non feature, but personally I like it very much, and being able to still see the battlefield environment is somewhat important! I wish this feature were added to ADF or at least selectable.

HUD

Browse views include standard views such as target, target to player, player to target, player to wingman, incoming and outgoing missile views, chase views etc. Outside views are mostly pannable and you may also zoom in or out.

The HUD and HMD are laid out in a typical fashion, with less clutter (because of simplified avionics) than in some sims. You can turn the HMD off using KP. while in the forward or VC view, but I haven't yet found a way to brighten or dim the HMD or to change HMD colors.

Mission Planning and Wingmen Control

Mission planning is straight forward. The map comes up after a typed welcome and general scenario screen, and then you are free to choose your target and adjust your waypoints. I say adjust because you can click on SUGGEST to have waypoints placed for you, but you are given about twice as many as you need so you may want to delete a few. The interface is nicely done, with little prompts on the bottom of the pop up menus that instruct you in the control interface. You can also click on Target Info to pull up photos and recon data for both targets and expected threats.

JSF PLANNER
Click for a larger image.

But don't expect the editor from iF22 here. You can't select nearly as many display options although there is one level of zoom. You can click on any waypoint to toggle it from terrain following through 8000, 16000, 24000 and 32000 feet altitude. Bringing the mouse over any waypoint pops up a menu that tells you the current alt of the waypoint, the distance to previous waypoint, and the distance back to home plate.

If you like you can choose alternate targets, though its suggested that you should plan to take out your primaries if you want to make good progress in the campaign. The map is nicely done with topographic lines, so you can place waypoints for effective terrain masking. However, the map is quite dark in places and the lines are sometimes hard to see. It would be nice if there were a gamma setting somewhere. You can click on the MISSION PLANNER label in the top right in order to declutter the menus so you can see the entire route.

JSF INTEL
Click for a larger image.

Then you are ready to choose your wingmen. You are limited to three (what more do you want?) and you also decide which aircraft your wingmen will fly: F-22, X35B or X36B. Then its time to arm these puppies. A quick toggle allows you to choose between a STEALTH priority (no external weapons) or maximum damage payload. Standard A2A fare includes Aim-120s and Aim9X Sidewinders. The A2G stuff includes JDAMs , the JSOW and the AGM-154A. You can also adjust your fuel load, no sense carrying more extra weight than you need.

Enough of that noise, you are ready to fly! Depending on your default settings you will find yourself on the runway or in the sky. If the former, holding the SHF key down brings up the COMMS. Your initial choices are these:

  • All: 1 Key
  • Two (Wingman 2): 2 Key
  • Three (Wingman 3): 3 Key
  • Four (Wingman 4): 4 Key
  • Tower: 5 Key
  • AWACS: 6 Key

Now you know what I mean about realism, in spite of the more moderate aims of this simulation. Even your basic choices go beyond what EF2000 had to offer in terms of individual control over wingmen, and you have AT LEAST three times more options than you are given in Novalogics F22 Raptor. Not too shabby! If you then select "ALL" you will have this menu:

  • Formation: 1 Key
  • Engage: 2 Key
  • Fire: 3 Key
  • Intercept: 4 Key
  • Defend: 5 Key
  • Navigation: 6 Key
  • Status: 7 Key

FORMATION
Click for larger image.

Choosing an individual wingman gives you the same menu. Click on defend and you may choose from Radar, Check Six, ECM, Radio, or Lights. Click on Engage and choose from Engage My Threat, Engage at Will, Engage only When Attacked, and Disengage. And not only can you check individual wingman status, you can even select from these status options:

  • Fuel
  • Action (as "FORMATION!")
  • Ammo
  • Damage
  • Fuel

As you would expect, wingmen will confirm your commands. The sound of voice comms is fairly well done, using different voices for different wingmen. Its better than EF2000 but not quite up to F22: ADF which will likely set the standard for the next year or so. However, wingmen will initiate reports quite frequently and you will also hear from AWACS frequently. Now if only F22: ADF allowed status check and individual control! For TM config files see below.

Multiplay

The Multiplayer game includes in game taunts (totally customizable) and team play. The host can configure the game is a myriad of possible ways.

CITY

Multiplayer options with JSF include the following:

Serial Connection
A serial connection is a cable that goes between the Serial or Parallel ports on 2 local machines. JSF only supports 2 players over a serial connection.

Modem Connection
When using a modem the player hosting the game will be waiting a phone-call from the player joining the game. Therefore the player joining will Dial-Up the host when querying for games. JSF only supports 2 players over a modem connection.

IPX Connection
IPX is LAN (Local Area Network) protocol, meaning that without IPX extenders like KALI, the protocol can only be used for local network play. JSF supports up to 8 players with IPX.

TCP/IP Connection
This is an Internet based protocol. The communication over the Internet is either via a Dial-Up connection to your ISP (Internet Service Provider) or over a LAN connected to the Internet. If you are connecting to the Internet over an ISP, you must connect to the ISP before accessing the Multiplayer mode in JSF. JSF supports up to 8 players with TCP/IP.

The following is from the info provided by Innerloop:

Playing JSF on the Mplayer Internet Gaming Service

What is Mplayer?
Mplayer is the #1 multiplayer game service on the Internet. When you play JSF on Mplayer, you'll be able to play against other people from across the Internet in real time. After signing up for Mplayer, you'll join a friendly online community and where you can participate in regular tournaments, contests, and special events. Mplayer offers hundreds of innovative features, including real-time voice-chat which lets you taunt or tease your opponents and praise your team-mates.

Pricing
Mplayer is FREE-there are no charges or monthly fees to play JSF on Mplayer. So How Do I Get Started? Installing Mplayer is simple. Just follow these easy steps and you're on your way to the excitement of online multiplayer gaming!

There are two ways to start the Mplayer installer:

  • * From the game CD-ROM Autorun Menu: -select the option to Play on Mplayer
  • * From the Windows95' Start Menu select this game and the option to Play
  • on Mplayer. This will start the Mplayer installer which will:
  • * Check for the presence of an Internet connection-if you don't have an
  • Internet Service Provider, we'll give you the option of signing up for one.
  • * Check for the presence of a Web Browser-we'll install a copy of
  • Microsoft's Internet Explorer" if you need it.
  • * Check for Mplayer - if you don't have it, we'll install everything you need!
  • Just follow the easy install instructions at the prompts. During the process,
  • you'll set up an Mplayer account and select your very own Mplayer member
  • name and password.

For more information about Mplayer visit the web site at www.mplayer.com.

SUMMARY

JSF is an amazing first entry into the sim universe. While it lacks some of the in-depth functions of the real F22 and JSF, like shoot lists and EMCON and IR targetting or ability to gain bandit alt and speed via IFDL, it has depth in other areas and is a great deal of fun! If multiplayer comes off as well, this will be a real winner! Furthermore, with graphics resolutions supported up to 1280x1024, as new machines hit the market in 1998 players will be able to crank up detail levels.

With four campaigns with four different types of terrain and varied levels of challenge, this sim has something for everyone. Check it out!

For some more detailed TM files try mine: Korea TM Files

JSF Future Expansion Disk
Innerloop and Eidos are planning to release expansion disks for JSF. The tentative plan calls for two packs, one based on a Naval JSF variant and the other based on a Marine VSTOL JSF variant. Please periodically visit our Website for more information on their release date.

For info on the real jsf.. JSF Program

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