Strike Fighters: Project
1, Patched
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What
You Get
Lets Dive in! The sim comes in an
attractive blue box with a cool picture of a fighter pilot
riding his trusty throne. It's one of those dinky boxes which
all games come in these days and I really like the smaller
format but it means one thing to me.....more than likely a
disappointing manual. Every time I see a new simulation come
out, I hold out hope for that spiral bound thing of beauty
I know will see many hours of ...ahem...bathroom reading.
Admit it, I know I'm not the only one. Falcon 4.0 set the
gold standard when it comes to manuals, a true work of art,
and what I now consider a collector's item.
SFP-1 comes with the obligatory CD
case and a small but not necessarily bad manual. Its all of
52 pages long and includes what I would call slightly more
than adequate verbiage and instruction in order to get the
most out of the sim. The installation went very smoothly and
I had no problems with the set-up and configuration of the
game.
I settled back to enjoy my new sim
as I clicked on the desktop icon. Most of us have come to
expect some sort of opening movie, either rendered or generated
from in game. It helps to set the mood and get you pumped
up to play the game. Not in this case. Just a quick jump to
a rather bland screen of options. I thought I missed something
or didn't select a particular option for install at this point.
Nope. No movie at all. Ok I thought, no big deal right? It's
a flight sim , I'm not here to watch movies! The game install
works out to right at 478mb on my system which is pretty good
considering a lot of other sims eat up over 1 Gig of precious
hard drive space. Once I got over the movie thing I decided
to fire up instant action. A few quick tweaks of some fairly
easy setup options and I was plunked right into the business
office of the F4E Phatom. Flyable jets include the F4 Phantom,
The F-100 Super Sabre, F-104 Starfighter, and the A-4 Skyhawk.
Several models of the F4 are included and you can fly for
the Navy, Air Force and the Marines. Same is true for the
Skyhawk or "Scooter". The F-104 includes schemes
for several air arms which flew her in Europe and throughout
its cold war era service.
On my 1.4ghz Athlon gameplay is smooth
and the frame rates are not an issue. I'm using a GF4 Ti4200
with 128mb ram (det 30.82) and a SB Live with WIN 98SE. I
have had no real problems running the game other than a few
CTD's which I consider not to be a big problem as most games
will do this every now and then. Its very stable on my system
and I'm running it at 1024 x 768 with 32 bit textures. Pre
patch there were some significant CTD problems but this appears
to have been fixed . I do have the cockpit mirrors turned
off but most other options on the graphics tweaking page are
on.
Gameplay includes several modes including
instant action, single mission, Campaign and Multiplayer.
Instant action throws you right into the fray with MiG's close
at hand in your trusty Rhino (that's an F-4 for you neophytes).
The single missions allow some flexibility in mission type
and aircraft and are the place to go for those wanting a bit
more control over what you get to do in the sim. Campaign
includes a standard
series of dynamic missions and an
interesting "mercenary" mode where you complete
missions and recieve money for it. You then use your resources
to upgrade and buy weapons. You pile up cash for completed
objectives. It reminded me a bit of the old Strike Commander
sim where you got to do something very similar. At least its
something a bit different than what everyone else is doing.
One of the things I look really hard
at right away, before I do any real combat in a new sim, is
the flight model behavior. While most of you know I'm a real
pilot I don't expect perfection on my PC, at least not with
the hardware most of us posess. I do want things to work like
they should, and display at least believable and physically
correct characteristics for particular aircraft. After a few
hours in this sim post patch, I'm not convinced this goal
has been achieved. Most of the time FM behavior is straight
forward. The F-4 behaves a lot like I think an F-4 should.
The A-4 also does a decent job in most regimes and I do have
quite a few hours in the real Skyhawk during my Navy training
days. The F-100 seems to be much too sluggish in all regimes,
low and high speed, and doesn't jibe with folks I know who
actually flew the "Hun". The F-104 suffers from
some almost show-stopping FM problems in pitch and rudder
control. Pitch oscillations are huge and some ridiculous attitudes
and angles of attack can be generated resembling nothing of
reality. I think some of this can be attributed to my system
and control inputs, but I'm sure the FM is very suspect as
I have few problems with other sims and my hardware. I use
a CH F-16 Combatstick and a programmable CH Pro throttle.
A good many issues were resolved with the patch as far as
performance is concerned and overall dissimilar air combat
is much better now. This is particularly true with what was
obviously an overpowered MiG 17 and with the patch has been
corrected.
There is one issue with the flight
model in all aircraft that for me is a definite showstopper.
It concerns the roll performance and the modeling of roll
inertia when using ailerons. Part of this is likely a bit
of my bias due to the fact that i'm a real pilot and know
how it should be in reality. I also have some deeply rooted
intuition about how an aircraft should behave due to my real
world experience. At the same time I temper this with the
fact that this is a simulation and I know it wont be 100%
like the real thing, but it should be at least close. In this
sim its grossly in error. Lets take an example, and this is
with the worst offender, the A-4.
I'm flying along at about 350-400
knots in my trusty scooter. In the real world lets say I want
to make an aggressive turn to change my heading. I would displace
the stick to the left or right and begin the roll, which in
the A-4 at these speeds is quite crisp. While doing this I
start a pull aft on the stick to compensate for the change
in my lift vector to maintain level flight. Shortly after
that I reach 60-80 degrees angle of bank and I then STOP the
roll with an aggressive but smooth input in the OPPOSITE direction
and neutralize the controls to hold that angle of bank. This
results in a crisp snap to a particular attitude followed
by some moderate G loads and I then reverse the process to
roll out on my desired heading. Nothing approaching this can
be accomplished in the sim. The inertia from the initial roll
input is so large that it takes far too long to stop the roll
and you end up in a gross overshoot of your intended angle
of bank or you actually end up doing an aileron roll or two
stopping the wings from rolling about the longitudinal axis.
The first time I saw this I laughed. It was weird, just downright
weird. I quickly realized it was evident in all the aircraft
but is most pronounced in the Skyhawk. This is a huge flaw
in any kind of air combat or weapons delivery. Attempting
any sort of aggressive maneuvering at low altitude will quickly
result in a ridiculous PIO (pilot induced oscillation) and
collision with the ground. If your lucky you can recover by
pushing forward on the stick as your inverted and hope to
stop the role in an upright position and recover. During ACM
you have to consciously think far too much about this roll
sensitivity and can easily screw up any kind of rolling advantage
you might have had against an opponent in this aspect. Not
my idea of a pleasant flight model and one of the reasons
Its hard for me to spend any time at all with this sim now.
Trying to live with it is just too big a concession destroying
my enjoyment of the sim. If you can get by this then more
power to ya!
Moving right along we come to the
graphics department. SFP-1 is an interesting set of obvious
compromises in design. For the most part, graphics are what
I would term adequate. When I look out the window I see a
believable picture. It looks like the planet I'm used to flying
over. What strikes me more than anything is the missing features
of what is considered a modern simulation. Clouds are here
and don't look bad, but why not at least some moderately decent
looking 3D effects? The 2D painting works fine for shooters
like Battlefield 1942, but I was hoping for a bit more in
this regard. Terrain is what I would call bland at best. The
terrain while convincing, is far too uniform and cities have
a distinctively square outline. That's fine for one or two
cities but not every one. There are a few areas of elevated
terrain but not enough to enhance the gameplay. Airbases are
strikingly empty. Nothing is more fun than swooping in on
your enemies airbase and plastering aircraft on the ramps
and runways. Here there is virtually nothing at an airbase
except the runways and taxiways along with the airfield buildings.
There is rarely any AI activity other than your flight. Darkness
is extremely dark and while mostly realistic, makes night
missions a bit too difficult to accomplish for the average
simmer.
One area where this sim stands out
is the aircraft models. These have to be the best aircraft
of their type in ANY sim. The F-4 is a true work of art, and
my favorite, the A-4, is lovingly and accurately rendered.
One of the nicer little touches are the moving pilot heads,
looking left and right as they scan the sky for bogey's. Cockpits
are spartan yet functional and they have that slightly retro
look which adds to the realism. For the most part the cockpits
are very accurate in layout but tend to be a bit on the generic
side when it comes to flight instrumentation and function.
There's nothing wrong with that and it doesn't detract from
gameplay. A HUD system for targeting and your aircraft is
used and is very reminiscent of EAW. Most folks will be right
at home with it. The view system could be better and out of
the box my HAT switch didn't do what I thought it should.
The views are configurable though and I had no problems setting
it up like I wanted it with my hardware. You can zoom in and
out but it still feels a bit claustrophobic while your sitting
in your office.
Effects are sparse and since the patch
there are definite improvements, but there are still some
areas that need to be addressed. Weapons craters, smoke from
damaged vehicles and buildings and explosion effects are not
what I would call eye candy. Again the word adequate comes
to mind. In fairness the new napalm effect post patch is rather
impressive to watch. Afterburner effects are quite nice, and
weapons effects are pretty good too. The depiction of damage
is shown with bullet hits, fire, and parts being shed by damaged
aircraft or when your taking hits. Explosions look good and
when an aircraft explodes there's a nice trail of flaming
debris. Sometimes the damage is a bit simplistic when you
lose a wing or a tail, but for the most part its nicely done.
The ground war is shown as tanks and artillery slug it out
below and this actually can be pretty entertaining and you
can watch it with the object views nicely. Effects from bombs
are weak and definitely could be improved.
Gameplay
Overall I have not been impressed
with the gameplay. Instant action is actually quite good and
one of the more "fun" aspects of the sim. Your placed
in a close in fight with multiple bogies and lots if immersive
radio calls. A good bit of the time though its hard to tell
if your being given advisory calls or its for someone else.
I found myself checking my six a whole lot and it probably
wasn't even for me. Single missions are ok but it feels like
your doing the same thing all the time, even though your actually
flying different types of missions. There is not a whole lot
of detail provided and you have no control over the mission
once its set up. I found it a big disappointment that there
is no mission builder included. Yeah that's right , no mission
builder. In all fairness I have been reading some posts about
tools getting released to do this so I have my fingers crossed.
The Campaign is nothing to write home
about. One of the problems for me with the campaign has to
do with the setting. The conflict is between two fictional
countries, Dhimar and Paran somewhere in the Middle East.
The time frame is the late 50's and early 60's. Now pardon
me but how long has it been since Viet Nam? What pray tell
is not "politically correct" about portraying the
Vietnam war? Why is it ok to simulate just about any other
war you can think of but not this one? This conflict is ripe
territory for a simulation. The varied nature of missions,
the frustrating rules of engagement lend themselves beautifully
to what could easily be one of the best campaigns ever seen
in simulation history. Its also one of the better documented
conflicts in recent times providing an open architecture sim
with unlimited possibilities. Not using Viet Nam as the centerpiece
of this simulation is a big mistake in my opinion. While it
can be successful in its present form I feel this is a huge
missed opportunity. My guess is within a short time frame
we see the modders figure out how to do it anyway. I'm behind
them all the way.
The campaign provided while being
fictional does have a plausible scenario related to oil rights
and who has the strength to keep them or take them for their
own. I felt as if it was the same mission over and over again
while flying a Navy A-4 pilot campaign. The dates were changing
but I kept checking to see if it was the same mission like
I was in the twilight zone or something. Mission composition
is uninspired and targets and briefings seem to all flow together.
Briefings are short and information is at a premium. Intelligence
is almost non existent and the maps leave much to be desired.
You can select to start at your base or near the target, and
the skip to next action feature works as advertised now. It
was broken in the pre-patched version. The AI is a strange
mix of good and bad. A lot of the time wingman will do what
you ask, but every now and then they wander around aimlessly
and fail to engage ground targets forcing you to endure some
pretty accurate and seemingly uber AAA. They do drop bombs
and shoot at stuff now which is an improvement over pre patch
behavior. AI opponents seem to possess some good skill and
appear to use the strengths of their aircraft but this is
also inconsistent. You'll see IL-28's flying around in tight
turns with fighters when they are around. Sometimes the AI
is strangely blind and you can run right up on them and just
pound them with little or no reaction. I found this true of
the SU-7's a good bit of the time and sometimes the IL-28
too. Information form Red Crown, the AWACS of that era is
regularly wrong or inaccurate and its tough to count on anything
but your old mark one mod 0 eyeball. One of the bigger omissions
was AAA and lack of SAM activity pre-patch. AAA is working
right now and you had better honor the threat. Even at medium
settings you probably won't survive anything but a brief encounter
with the ground based guns. One thing I noted about AAA was
that it seemed to me to be very accurate when I was in range
of it, but watching wingmen and bad guys showed them able
to happily fly around AAA sites for minutes without getting
hit. They were getting shot at to be sure, just not hit very
often. SAM activity does exist but its placement makes it
hard to predict when and where you will see them. It doesn't
really become a factor until later in the campaigns and I
have not seen more than a few SA-2's shot at my aircraft yet.
If you don't maneuver your likely going to get hit. If you
jink hard and try to beam the missile you stand a good chance
of defeating it. It is unnerving to hear the SAM calls from
your flight and really adds to the immersion.
Your progress through the Campaign
gets tracked and you get medals and promotions for your deeds
of bravery. There is a big bug right now with upgrading aircraft
in campaigns that was not fixed on my system with the patch.
Others in your unit will get updated aircraft but your stuck
most of the time all the way through with what you started
with. Makes it kind of hard to keep up with Phantoms in your
trusty Super Sabre.
I have slogged my way through about
45 missions in a Navy A-4 pilot campaign and in all honesty
I have more fun just doing single missions or instant action
at this point. I find the campaign just can't hold my interest.
I particularly like dogfighting in instant action and its
most of what I do right now until a bunch of things get fixed
with the campaign.
One of the bigger problems I have
with this sim right now is air to ground weapons delivery.
See my point above about my real world experience, it applies
here as well. I flew the A-7E and did a lot of non computer
weapon delivery with just an iron bombsite and a mil setting.
In this sim there really is no tool for weapons delivery,
other than trial and error. There should be something like
a gunsight pipper and a mil setting for it which allows a
standard type delivery. This results in the ability to hit
or get close to a target.
In reality you have a setup for each
type of delivery at preset speeds and dive angles, which coupled
with a certain pipper setting (mil depression) result in a
fairly accurate hit. Each type of weapon uses an appropriate
setting for its ballistic characteristics. With a bit of practice
you get pretty decent hits. Right now you just drop on intuition
and hope for the best. The damage model is pretty good and
requires a close hit, but its near impossible, especially
with iron bombs. I'm not happy with this at all and think
it should be a priority for improvement, especially in a sim
where I get to drop bombs from A-4's, F-4's, and F-100's
One area of weapons modeling I find
quite good is missile behavior. The F-4's radar (and all others
for that matter) seem refreshingly simple and unreliable.
Pretty true to life actually. Radar was finicky and hard to
use and resulted in a lot of wasted missiles. If anything
the radar guided missiles are too reliable and accurate in
the sim if your disciplined about taking shots. They do go
astray though and it simulates well the frustration that must
have been felt by the pilots using this equipment. The sidewinder
is also nice, if a bit over-modeled. The early versions of
the sidewinder were poor missiles and I don't have the numbers
offhand, but I am sure the miss rate was very high. Here again,
in the sim, if you make sure you have a good tone, your rewarded
regularly with a nice flaming fireball. Bullet modeling is
ok, but occasionally I get surprised by the one hit kills
at what seems like a difficult or max range shot. If your
chased by any MiG's beware of that big cannon they carry,
it only takes one to ruin your day.
Multiplayer
Currently multiplayer is a mess. I
haven't had any luck yet getting into a multiplayer session.
It seems there are those who can do it but right now browsing
the forums it seems like they are in the minority. There seem
to be issues with add-ons if you have them and better luck
is being had by those without mods at this point as far as
I can tell. I really don't mind about multiplayer that much,
but at this stage I would say it has a long way to go and
this isn't good for a product that stated it on the box.
Conclusion
So where do we stand after several
months and the first patch? That's a tough question. I'm not
going to hash over all the bugs because there are still many
at this point. Just check out the Strike Fighters forum right
here at SimHQ to read about that first hand. Third Wire obviously
was pressured to get something out the door and I think the
product has suffered. TK is working hard and his presence
on the forums is a very good sign. There is a lot of talent
focused on this sim right now and rightly so. There is more
than enough interest in the period and the aircraft to keep
it moving in the right direction. This brings up my last point,
and points to this sims true core strength. The community
already has numerous add-ons developed which really enhance
the sim. New aircraft, vehicles, skins, terrains, night lighting
fixes etc. The open nature of the sims architecture assures
it will be around for quite some time to come. I got involved
with Microsoft's latest civilian sim last year and I am amazed
at the quality and complexity of the user made add-ons for
that sim. It appears SFP-1 is on the same track. This ability
for users to create what amount to real works of art, will
assure continued interest. This is where this sim will shine.
Sadly as a combat simulation
I think its hollow. I don't give it high marks for that. There
is just too much broken or just not up to what most of us
consider current standards for graphics, gameplay, and functionality
to recommend it for those who want a good combat jet sim.
What it does do well is model the period aircraft in very
nice detail and allow the ability for users to add thier own
aircraft of choice along with many other things. It reminds
me a lot of SDOE. A small core group still mess around with
that sim and have done some very nice work, but as a mainstream
simulation it never really amounted to anything. Support for
this sim is key. How long will Strategy fist support this
sim? Will there be another patch? All good questions, but
the answers are unclear at best. If recent history in this
industry is any indicator, I wouldn't hold my breath for it.
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