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an
a circa 1943 prop and piston sim-fighter pilot step into the 21st
century and become a bona fide driver of the Navy's newest
fighter-attack aircraft? A plain white box labeled priority mail
pressed the question home. It contained a review copy of F/A
18E Super Hornet Gold Edition by Titus/Digital Integration. I
had tried military jet sims twice before. And twice I set them aside
in frustration. This would be my third attempt and, of course, I was
looking for a charm.This time the magic was there. Digital Integration (DI) managed to produce a genuine advanced fighter-bomber simulation with all the resources needed to migrate into state-of-the art air warfare. The visual model is stunning. The manual is comprehensive yet accessible to the rookie jet-sim pilot. The avionics? Addicting. The weapons list is detailed and complete. And the missions both intrigue and challenge all players, regardless of skill level brought to the game.
With a tip of the flight helmet to Bud Anderson's venerable P-51 I set aside my PTO handle, "OldCrow", turned in my Mae West for a pressurized flight suit, and signed up my online persona "Duke Miller" as an ensign in the U.S. Navy, call sign "Slammer".
Well, it didn't. The Gold Edition comes with a new mission collection
set in the Balkans. The opening movie was remastered to strengthen
the action production values. Some cockpit warning sounds were
updated. And the printed manual in the initial release was
conspicuously absent from the Gold Edition review copy I received. In
my opinion, the only thing keeping this sim from being in the same
league as the classic
Falcon 4.0 was the lack of game modules and set
up options. As it comes in the box, though, it remains a demanding
and rewarding sim.
I should also add that none of these missing improvements hindered my enjoyment of the game. It has remained challenging and rewarding throughout my inspection. I was a little ticked to find that the marketing folks gilded the package in promising a fully functional mission planner and dynamic campaign when all that materialized in this release was a twist on semantics. But, I remember when I believed that FS2000 was so named because of its year of release and not because of the money I would have to spend on a system to run it. Someday, I will learn.
Regarding combat performance, the Super Hornet can fly 40% farther
than her older sisters on interdiction missions and can stay on
station 80% longer in a CAP. Mission radius is also increased by 40%.
When the job is finished she can bring back 3 times the ordinance of
earlier models to the ship. And if that isn't enough, she improves on
the Hornet's legendary ability to take damage and make it home. (In
the Gulf War an F/A-18 took a direct missile hit, returned safely
home and was fighting again the next day.) The Super Hornet is
"harder to find, and if found, harder to hit, and if hit, harder to
disable" (Quote from Boeing)
The visual models of the Super Hornet itself rival anything seen in
FS2000. You fly a snappy red and white paint scheme in training and
then switch to a beautifully detailed combat gray texture set in
mission play. The Super Hornet has 14 different control surface, all
of which are animated in the DI project. The wheels roll and the
undercarriage retracts. And all of the weapons are given the same
detail oriented treatment.
Your training base is an airfield near the Indian Ocean, well populated with buildings, static vehicles, and dynamic fuel trucks, helicopters, AWACS and fighters busying themselves with the virtual day's activities. The "mother ship" is the USS Ronald Reagan with an animated flight crew, working elevators, and an interactive flight deck. These objects are on par with their counterparts in FS2000. The carrier ops may be the second most important feature of the sim. DI understood that getting to know the Super Hornet simply could not be accomplished without getting to know the real-world workings of the carrier. This is just another example of their commitment to making all of the subsystems of the game support the simulation of the plane.
The flight model is fast and sometimes seems a little too stable.
However, if you let the speed drop below 350 knots in a sustained
turn you will soon hear the despairing (and annoying) cries of the
pilot as you litter the surface with little pieces of your 75 million
dollar mistake. In a dive you need to apply speed brakes (she uses a
computerized combination of various control surfaces for this) or you
will not pull out in time. You can put her into a stall as well, and
will find recovery difficult if you have insufficient altitude. But
keep your speed above 450 knots and the aircraft is pretty much
trouble free. The need to keep going fast, no matter what, presented
the most difficult aspect of my transition from props to jets.
Optimum corner speed at max g is 450 to 550 knots, a full 100 knots
faster than the F-16C.
The stability of the Super Hornet (both real and virtual model) comes from the employment of fly-by-wire technology. The input devices in the real bird are not directly connected to control surfaces and actually have tension devices installed to give the pilot feedback. The computer will override input that will put the plane in danger by pilot error, such as pulling so many g's that the airframe would be damaged. In level flight the computer constantly trims the aircraft making it seem a little too easy to fly, although this is authentic to the real plane. You will find that your joystick is closer to the real thing in this sim than you might expect. The aircraft responds to controller input more quickly than the F-16C in Falcon 4.0, although the Super Hornet is a bigger aircraft. Even so, the F-16C is still more agile in a dogfight and seems better suited to the MiG 29 opponents.
The other outstanding feature of the flight model balances these characteristics out, however. Inertia is well represented in the DI F/A-18E. With appropriate thrust you have to point the nose of the jet to make it move. But bank into a turn and you will see the airspeed and altitude drop. With 15 degrees pitch up and full afterburners she still feels like a plane, not a rocket. Landings require constant attention to the throttle, as the plane tends to sink rather than glide under 250 knots. The jet engines have the characteristic lag in transfer of power when you throttle up (as opposed to the almost immediate power jump in prop planes). You will always need to be thinking ahead in managing the energy state of the aircraft. The flight model is stable and complex at the same time rather than being simplistic and overly optimistic.
The manual I received was in electronic form. The package includes Adobe Acrobat Reader. Do yourself a favor and discard it. Get the free Adobe eBook Reader from their home site. The manual in .pdf format has no table of contents and is useless in the Acrobat Reader. The eBook Reader, however, will place bookmarks in each chapter heading and subheading. It also allows you to highlight and annotate text. Once opened in this utility the manual provides a logical sequence of topics and combined with the other documentation takes you step by step through the necessary phases of learning the F/A 18E Super Hornet.
The life of the sim is in the cockpit, which is beautifully rendered.
Three multifunction displays dominate the cockpit view. Each has
enough sub modes and buttons to make you dizzy. Add to that the HUD
in each of its weapons specific modes and a color navigational MFD you
have to pan down to see, which features a full-color moving map. All
the switches and buttons work with mouse clicks but the keyboard is
faster. Master this cockpit and you will master any jet-sim hands
down.
DI also took a very constructive approach to helping the beginner wade into the thick of mastering these screens. Most jet-sims offer a choice of easy, simple, and realistic avionics and related procedures. This forces you to relearn the system as you advance. DI's approach was to keep the screens in place, instead of dumbing them down. To ease the task load they automated many procedures but kept them intact. I still have most of them automated, unchecking them one at a time in the configuration screen as I learn.
I spent my first ten days with the sim in the training missions alone and enjoyed most of it. I developed my method: first I would fly the mission and isolate the items I did not understand. Second, I would go to the manual and read the respective chapter. Third, I would open the checklist and shortcut guide while flying, pausing the game if necessary to double-check something. Then, I would start over with the next aspect of the sub-system in question for that mission.
Understanding the avionics was the first big task. Eleven of the radar modes in the real aircraft are modeled. The same displays that house the radar also provide video feedback for some of the guided weapons systems so you can watch the ordinance approach and take out the target on the monitor in the cockpit. Gaining the basic skills to operate these systems was not overwhelming. I hit the wall, however, when I tried to translate these skills into situational awareness. No fault of the sim caused this. I just had to learn to think differently about the combat environment of jet fighters.
Although not in chronological sequence, there is a dynamic war going
on and the debriefing screen will report all activity of the mission
that transpired. (My favorite is the report "friendly fire
casualties: MiG 29". Always glad to see someone got one of them.)
There are 60 missions in the Gold Edition Combat section along with a
Quickstart option, which puts you in the thick of a battle no real
pilot, would ever want to see. The missions cover all types of
sorties and the Quickstart feature allows for air-to-surface play as
well as air-to-air. You have three theatres of operation; the Barents
Sea, The Indian Ocean and the Balkans.The achievement/reward system is not tied to the completion of any specific operation or mission set. Instead, it is organized around a pilot's career with chance for promotion every ten missions and a suite of Navy medals for your chest. I actually like this better than the chronological campaign because it reflects the current nature of a pilot's career. In an eighteen-month period a pilot could find him/herself flying in all three theatres given today's geo-political environment. And it is much more likely that one will fly in a limited operation these days than a full-blown war. (Let's hope it stays that way!)
Combat is not easy in this sim, even if you set the difficulty level
to the lowest. I vividly remember the session I spent with four
Fulcrum drivers stacked up on my six like I was the Pied Piper of MiG
29s. With prop fighters one or two moves will get you the advantage
and patience is rewarded. But there is a multitude of air-to-air
missiles in Super Hornet and patience will get you a very unpleasant
sensation up your afterburner nozzles! You can't padlock a missile
either so only the tone from the Threat Warning System lets you know
you have been bugged. In fact, the padlock view is limited to the
pilot's visual range of motion. You can't lock it onto someone that
is normally out of view. You cannot simply target a bogey and fire,
either. You have to designate, wait for tone, fire and often reset
the radar to a different scan pattern to get the next guy. And while
you are doing all of this guess what the next guy has been doing?
He's been locking you up, that's what.
Add surface-to-air defenses to this mix and stir vigorously with stated mission objectives to get the full effect. I have flown ten or so missions and have only successfully completed one (after six tries). I will take out a bogey only to be fragged by a SAM or I will survive damage but have to ditch before the carrier landing because she won't fly straight or I make it back using the auto-carrier landing feature (modeled after the system in the real bird) and find I didn't destroy enough targets. And my poor wingman must be named Lazarus. I will command him to follow me only to find that he is dead and needs to be resurrected for another try at the mission. Of course, my favorite feature of the missions is the "retry" button.
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Derrick C. Miller
derrick@semo.net