FlightSim.Com Reviews: Graphsim's F/A-18 Korea
F/A-18 Korea

Graphsim's F/A-18 Korea

by Dan Linton (10 June 1998)

Introduction

Saddam Hussein & Libyan Col. Gadaffi are most likely the only two men alive who have felt the full "Sting of the Hornet". It is the only aircraft in the world that is capable of changing its role from air-to-air fighter to an air-to-surface/ground attack aircraft while in flight. Which is why, on their first combat mission in Desert Storm, two Hornets carrying four 2,000-pound bombs each shot down two MiG-21s without interrupting their bombing runs. It is also why they are the aircraft of choice by the Blue Angels Flight Demonstration Team. Hornet ground grew say they are easy to repair, and Hornet pilots say they are a dream to fly.

Once I installed F/A-18 Korea I quickly could realize and enjoy how much fun these 24 million dollar planes could be. Within a few hours with the help and instruction of a real Hornet Hero, Dave "Pooch" Putze (Major, USMCR), I was engaged in a Multi-mission assignment over Korea.

Installation

I found the game extremely easy to install. It looked for my Direct-X driver and offered to install version three but since I was running version five I declined the offer. The game recognized my Precision Flight Controls Yoke and rudders without me telling it anything. My system does not have the 3Dfx-based accelerator installed, however, I found the action to be fast and smooth even with all the scenery complexity set to the highest levels. During these tests I ran the program on a 166 MHz and 133 MHz Pentium based machines, each with 32 MB of memory and Windows 95.

Program Features & Capabilities

F/A-18 Korea starts you off in the Ready Room and uses this area as its primary interface. From here you can select training, load a mission, get debriefed, create a mission, view a replay or enter the cockpit of the F/A-18. Designed primarily for play in the career mode, you choose your squadron and start out as an F/A-18 driver from either the Navy or Marine Corps. An increase in score will move you through the ranks from Ensign / 2nd Lieutenant all the way to Captain / Colonel.

The training missions are extremely helpful. With full motion b/w video and sound you are giving instruction on "Principles of Flight", "Basic Aircraft Controls", "Cockpit", "Heads Up Display", "Seeing the World", "Engine Starting", Taxiing and Airfield", "Takeoff", "Flight" and "Emergency Procedures". I highly recommend viewing an instructional video before you practice each session.

The Film Library provides an interface from which videotapes may be "Viewed". You can load any saved video from the Replay list, makes notes or search the list. F/A-18 Korea creates small, highly efficient files, which contain everything that happened during your flight.

The debriefing consists mainly of a printout on how you did on your mission. Number of kills and types of kills are printed out to show just how successful your mission had been. Don't get frustrated with the debriefing. I shot down a ton of aircraft and blew up a lot of ground targets before I could score credit on the report. The thing to keep in mind is you need to return to your home base and do a successful landing before the mission is credited.

Loading a mission is very straightforward. Missions have such names as "301-Orient Express", "Gas Station", "Easy Money", and "Green Pieces". Also, included are multi-player missions such as the "Free for All", "2v2 Setup", "VAD of B-17", "VAD of B-20", "Blue Strike", and "Red Strike". There is a great selection of Air-to-Air and Air-to-Surface missions to fly, as well as some multi-mission objectives as you become more of an advanced pilot.

The program gives you the choice of several theaters of operation. These selections are the "Hawaiian Islands" (which happens to be the training area), "Korea Tour", "Networked Play" (Fallon, NV Netcom - This is the Network Combat Training Area), and "Mission Editor".

Aircraft Features & Capabilities

As you enter the cockpit of the F/A-18 Hornet you notice an exceptionally well designed instrumentation panel. The normal cockpit view provides a heads-up display (HUD) with attitude indicator, important weapon information, velocity vector indication, as well as navigation information. A left DDI (Digital Display Indicator) provides sensor, weapon or aircraft systems screens while the right DDI is a radar screen used for air-to-surface or air-to-air targeting. I was particularly impressed with how much control is given to the pilot over these instruments. The radar settings allowed different sweep rates, ranges and types of radar to be used. Below the HUD is the "Up Front Control" (UFC) used by the pilot to interface with pilot relief modes, Identification Friend or Foe (IFF) set, TACAN and ILS navigation systems and to utilize UHF (Ultra High Frequency) voice radio communications. Beyond the major flight controls there is an array of caution and warning lights, an AEU-12/A Integrated Fuel / Engine Indicator (IFEI), Horizontal Situation Display (HSD), standby instruments, selective jettison station lamps, landing gear and flap indicators and a whole array of views.

The instrument panel may seem a bit intimidating at first glance but the key elements are learned quickly. After learning to start the engines, talk with ground control for permission to taxi, getting clearance from the tower and flying the pattern a few times I was right at home with the cockpit.

Weapons

Because the F/A-18 Hornet is a multi-mission aircraft it can carry a wide variety of weapons. The ordnance capability gives the Hornet its combat flexibility. During an Air-to-Air encounter you have AIM-7, AIM-9, 20 mm Ammo and Advanced Air-to-Air Missiles. While working ground targets the conventional weapons consist of MK-82 SE, MK-82 LD, MK-83 LD, MK-84 LD, Rockeye II, LAU-10, LAU-61, LAU-68, MK-76, MK-106, 20 mm Ammo and Mines. The guided weapons for ground targets consist of Walleye I, Walleye I ER/DL, Anti-Radiation Missile, Laser Guided Bombs, Imagine Infrared Missile and Anti-Shipping Missiles.

Each weapon is described very well in the manual and each weapon has its intended purpose. A Station Loadout chart is located in your handbook once aboard the aircraft and it allows you to check off which of these weapons you want loaded for the mission.

Take-Offs & Landings

With any aircraft mastering take-off and landing is the necessary first step before any additional use of the plane can be attempted. To give you a taste of this aspect of F/A-18 Korea click here for an introductory lesson to ground and carrier take-offs and landings.

Navigation & Radar

Navigation skills will be essential for flying the F/A-18 Hornet. The good news is that it is very easy to learn how to navigate the aircraft. You will never have to carry a map aboard the F/A-18 Hornet. The aircraft has what is called the INS or Inertial Navigation System. This system does not use external navigational aids or satellites to function; it measures the aircraft's actual velocities and computes how far the aircraft has gone from where it was originally.

Two critical keys to navigation are the understanding of "Waypoints" and "TACANS."

The waypoint in aviation terms is simply a location on the earth. It is comprised of 3 pieces of information: a latitude value, a longitude value, and an altitude or height value. The F/A-18 allows you to store 20 different waypoints in its Mission Computer (MC) for use in any one mission. Starting a new mission will clear all the old waypoint information out of the MC and load in the new data required for the mission.

A TACAN, which stands for Tactical Aircraft Navigation Stations, is a radio navigation aid which tells the receiving station (aircraft) what their magnetic bearing is relative to the navigation aid. For those of you that are familiar with civilian VOR's, a TACAN is very similar to a VOR/DME. The TACAN is the military's version of their own unique navigation aids. TACAN stations are located all over the world, including on aircraft carrier and at all friendly airfields. I found it extremely easy to navigate using the TACAN once I had them programmed into the aircraft Mission Computer. The TACAN transmitters show up in the moving map aboard the F/A-18. After selection of the TACAN frequency you want to track an indicator pops up on the heading indicator in the heads-up display. Turning the aircraft towards this indicator and then centering it when it starts to move puts you right on track for your location. From that point you watch the distance indicator until you have reached the selected location.

Maneuvers (Flying the Plane)

In an aircraft such as the F/A-18 Hornet it would only be fair to dedicate some of the manual to acrobatics. Detailed sections give instruction on the basics such as Straight and level flight, Turns, Instrument turns, Hard Turns (also known as engaging turns) and Break turns. After you have the Familiarization Maneuvers (FAM) down it is time to move onto the maneuvers that may save your life in the heat of the battle. Those consist of the Aileron roll, Barrel roll, Loop, half Cuban eight and then on to Pilot Relief Modes (Autopilot).

It was a surprise to see the number of different ways the instruments aboard the aircraft could be used to help fly the plane. CPL (Couple) or aircraft and navigation aid coupling mode could be used to fly the aircraft down a localizer and glide slope beam to a perfect landing. ILS coupling can be use to initialize to the HUD and provide glide slope and course deviation information. Automatic Carrier Landing System (ACLS) can be used in the same way as ILS coupling to maintain the "on speed" AOA airspeed to ensure proper landing orientation for optimum hook - cross deck pendant engagement. Waypoint Steering and TACAN Steering are also available for autopilot navigation ability. It is really amazing how quickly you can get the aircraft to fly itself. After a few auto lands though, you quickly find yourself mimicking the actions of the old war dogs who would rather reach over and shut off the computer, take control of the aircraft and bring it in on your own.

Multi-Player

F/A-18 Korea includes the ability to test your Strike / Fighter skills against other human opponents through the use of the multi-player theater options. The types of connections supported by the multi-player game in F/A-18 Korea are: IPX or Appletalk network, TCP/IP (Internet), modem to modem and direct connection. A host computer is required to run a network game. A total of 4 human players, including the host, can participate.

The multi-player missions occur in a unique exercise area that is located in the airspace surrounding NAS Fallon, NV. The 4 players are divided into two teams. One team is from the simulated country of "red" and the other team is from the simulated country of "blue". The horizontal stabilizer on your F/A-18 will be colored to match your simulated country's color. The Fallon Multi-player Theater has 3 airbases and 2 aircraft carriers. There are also 2 target areas built up for your use.

The Graphics

At first glance it seems that the graphics engine used in F/A-18 Korea is of the polygon-fill type which indicated to me that things would be boxy and have lots of square corners. It was quickly apparent however, that the graphics designers when well beyond that where it counted. Landscapes and buildings could get to be a little boxy at times, but when it came to the important parts like the airports, planes, ships and targets real 3D-models where used. This enhanced the enjoyment of the program considerably for me all while keeping the speed up. Once I started to see other aircraft in the program it realized how great a job had been done on the graphics. Textures over target territories also impressed me once I started flying the missions. Some of the other aircraft such as helicopters, Tomcats, Falcons, Thunderbolts, Stratofortress, Hawkeye, Spirit, Nighthawk, Sentry, Boeing 727, Douglas, Mig-21M Fishbed-N, Mig Flogger-G, Flogger-J, Flanker and Tu-20 Bear-F are only some of what you run into while on a mission. All of these where done in great detail.

Night missions impressed me even more. The lights of the runway, taxiways and buildings set a mood before you even take-off into the star lit night. You rise high above the silhouetted mountaintops in North Korea heading for you next waypoint. The detail of the instruments lit up in the cockpit and the sound of your radio all make one of the most realistic programs I have played.

The Performance

The program requirements are Windows 95 or Windows NT 4.0. A Pentium (or equivalent) based CPU, a minimum of 16 MB RAM, 50 MB free hard disk drive space, 2x speed or greater CD-ROM drive and SVGA 640x480 256 color display. With that said, let's move on to what is recommended for your playing enjoyment.

The recommended equipment is a 133 MHz or faster Pentium, Multi-function joystick, 4x speed CD-ROM drive, 32 MB of memory and 3Dfx-based 3D accelerator.

Two different configurations where used while I reviewed this product. The first was Pentium 166 MHz with 32 MB of RAM, 24x CD-ROM and PFC Flight Yoke and Rudder pedals. Without the use of any 3Dfx-based 3D accelerator the program ran smooth and very fast. I also noticed the program was happy with DirectX 3 and didn't require I update to 5.0 or later. I decided to move the program to my slowest system, a Pentium 133 MHz again with no accelerator. The program was lighting fast, very responsive and 100% playable. What the accelerator does for this game I can't be sure, but I can say that you will enjoy every moment of game play even if you don't own one.

Mission Editor

The mission editor allows the user to create missions only within the Korean theater. However, you can add aircraft, helicopters, targets, ground vehicles, ships, SAMs, and AAAs to your theater scenario. The editor then gives you the ability to script vehicle movements and actions for a truly dynamic combat environment. There is even a random unit appearance option so that your mission can be different each time it is played.

The whole design philosophy behind building your own mission is to set a specific objective that must be accomplished for the mission to be successfully completed. You could even script certain events so if they occur, it would immediately result in mission failure. Both can be part of the same mission. But the mission editor is designed for single mission construction only.

There are a number of targets available in all missions created including seven airbases and four bridges. The editor allows you to choose one optional ground target or none. The targets are three-dimensional models that will be placed within the Korean Theater for your mission. You can specify the time at which you want the mission will start, but all times are local. This affects whether the majority of the mission occurs in daylight or darkness. Five different weather options are available to control the weather within your mission. These are "Clear" - Good visibility in all directions, "Haze" - with reduced visibility due to high relative humidity and airborne smoke and dust particles present in the atmosphere. "Overcast" - which places a solid cloud layer at a given altitude and reduces the ground visibility. "Fog" - Significantly reduces ground visibility due to fog and mist. "Obscured" - Restricted ground visibility combined with thick cloud cover. This option is extremely challenging.

Documentation

The author of the Manual is Major David "Pooch" Putze, USMCR. At the very beginning of the manual you will get a photo and an incredible write-up on Dave's qualifications. Just to mention a few he was commissioned a Second Lieutenant in the Marine Corps, graduated Navy flight training on the Commodore's List with distinction, received the coveted "wings of gold" with carrier qualifications, logged over 750 hours in A-6E Intruders, selected to fly the F/A-18D Night Attack Hornet and accumulated over 850 hours in it, then became an instructor. He has appeared on the cover of Aviation Week, Space & Technology, Marine Magazine & Leatherneck Magazine as well as others.

Here is a rundown of the book contents, chapter by chapter:

Chapter 1: The manual starts you off with a short list of keystrokes and explanations that get you up and flying very quickly.

Chapter 2: Then after you have had some fun and are ready to settle down and learn more, a whole chapter is dedicated to the capabilities and specifications of the Hornet.

Chapter 3: Introduces you to the sim taking you through all the features, screens, menus and options. An overview of the program sections and features accessed through the Ready Room is done. Then terminology and equipment is covered to get you ready for flying the aircraft.

Chapter 4: This chapter puts you in the cockpit and gets ready for take-off. Engine starting, Taxiing, Clearances, Airport diagrams, Takeoff roll and Rotation are all part of getting the plane off the ground. But this chapter doesn't end here. Once you're in the air the chapter continues with how to fly the plane and do all the maneuvers, including the Acrobatics.

Chapter 5: This is called Landing. Here you learn the Approach, getting your vectors to land, doing the pattern, VFR recovery, the "Break", using the ILS, On-Speed AOA, HUD Bracket and Chevrons. Once you touch down, (or Go-around) rollout, Taxi-back, and shut down instructions are given on how to Refuel, re-arm, and do your debriefing. The manual then covers the HUD tapes and how to add your flight to the Film Library for later viewing on the VCR. Last but not least this chapter covers Emergencies and Ejection.

Chapter 6: This chapter is all about Carrier Operations. It introduces you to the U.S.S. Enterprise, then gets you up to speed on the layout of the carrier. Soon you are introduced to the "Air Boss", "Catapults", "Cross Deck Pendants", "Fresnel Lens", "Meatball system" and "Landing Signals Officer (LSO)". Like anywhere else you need to taxi, get clearance, position yourself on the Launch Bar, Throttle up, and take the Cat Shot. VFR Patterns, IFR Patterns and Procedures follow next. Wave-off or Bolters are when you miss a wire, by either your own fault (bad approach, hook not down, etc.), or by equipment failure (hook skip). Study this section well if you don't want to end up in the drink.

Chapter 7: Navigation / Radar is the theme of this chapter. This is where the waypoints are discussed in detail. Steering to a waypoint and selecting them. TACAN is also covered in even more detail. Steering to the station you select and navigation symbology is described next along with using the HSD (Horizontal Situation Display) with its Color Moving-Map Display. The rest of the chapter is dedicated to the use of the Radar systems. Several Radar systems are provided (Air-to-Air, Air-to-Ground, etc.) and the use of these systems is a bit complicated because of all the sub modes you can operate them in.

Chapter 8: Defines Air-To-Ground and its Philosophy and the types of Air to Ground Missions. Deep Air Support (DAS), Close Air Support (CAS) and Suppression of Enemy Air Defenses (SEAD) are all part this chapter. You will then learn the Measures of Success, Target destruction, Convoy disruption, and reducing the effectiveness of Air Defense. Then you go on to learn about the TDC (Target Designator Control) and the concept of 4 displays. Each of the weapons and its use are covered in detail, delivery of those weapons and fly maneuvers you must learn to successfully use them. This chapter gets even further into the use of the Radar and targeting system along with your instrumentation.

Chapter 9: Defines Air-To-Air and its Philosophy and the types of Air to Air Missions. Fighter Seep (MIGCAP), Vital Area Defense (VAD), High Value Asset Combat Air Patrol (HVACAP), Enemy intercept and escort are only part of the lessons. Radar again is a very important part of this chapter. Radar modes and how they used, Track While Scan (TWS) mode, Single Target Track or STT, Auto Acquisition (AACQ) and ACM or Air Combat Maneuvering (known to many of us as "Dogfighting") are only a few of the modes you will learn in this chapter. The chapter will also teach you about Energy Management, Basic Fighter Maneuvers, Beyond Visual Range (BVR) Engagements, Self-Protection, Missile detection and Gun & Missile defense.

Chapter 10: Threat Guide provides a complete list and description along with detailed specifications on weapons and aircraft you could run into while engaged in a mission.

Chapter 11: This entire chapter is dedicated to the Mission Editor / Creator. Detail instructions on its use in building your own custom missions.

Chapter 12: Multi-player mode setup and use are the theme of this chapter. Network Services Selection, Red Versus the Blue, Waypoint Plans, Hosting missions and Joining missions.

Chapter 13: Trouble Shooting. I felt this chapter was a great idea although I never did need it. With the complexity of the hardware and software today, I think every responsible game development company would include such a section. Short sections were included for Win95/NT and Macintosh.

Chapter 14: Terms - This whole chapter is dedicated to an explanation of all the Terms and Acronyms used F/A-18 Korea. But even with this exhaustive list I still found terms used that did not get added.

Conclusion

Graphsim's F/A-18 Korea is a well thought out and executed combat sim. Those who take the time to master it will come away with a thorough understanding of the F/A-18 Hornet and modern air combat and air to ground attack. The sim works well even on moderately equiped systems and has all the functions and features a combat sim pilot could ask for.

Dan Linton



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