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Preview
- Lock On: Modern Air Combat
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Mission
Building
For this preview, Ill skip the
instant action and Training missions
instead,
Ill begin as we would in real life
in mission planning.
The mission planning function in LOMAC is a powerful tool,
probably the best I have seen to date. You can go about mission
planning in two ways
the Fast
Battle Planner is an abbreviated mission editor
that gets you into the action quickly, while the Mission
Editor is a much more involved process that allows you
a wide latitude in selecting mission elements.
Here
is a look at the Fast Battle Planner set up screen
variables
include type and number of aircraft, time of day, season,
and weather conditions
avionics complexity and weapons
effectiveness, and overall survivability. If this isnt
scalable realism, I dont know what is!
For more in-depth mission planning,
I use the Mission Editor to build a new mission or
change (edit) an existing one. This editing function is one
that Ive grown to really like as I can return to a previous
mission and modify its game settings (such as number and type
of targets, change terrain, load different weapons, etc.)
to spice up the action a bit.
My objective in planning todays
mission is to give you a look at a typical medium difficulty
CAS mission. The location is the Caucasus region on the coast
of the Black Sea. We are tasked to help defend this area from
the bad guys who are invading from the north. Our
two-ship flight will depart from the south and ingress through
some spectacular scenery until we arrive at a town where the
enemy is about to beat down the front door. Once there, well
use our Mavericks to takeout any organic air defenses and
then close to gun range to finish the job. Heres how
we set it up.
We begin with the initial mission
building screen. First, we set up the coalitions by selecting
the good guys and the enemies.
We OK that and this takes us to the
Airgroup Planning screen where we do the majority of work
in selecting mission elements and placing them on our map. I
use the Add New menu on the top left to select aircraft and
ground objects
both friendly and enemy. Scalability is
present again in the form of buttons that allow you to select
different levels of map detail. Zooming
in on each map style brings out much finer detail.
You have three choices of map types
a
Satellite format that has the appearance of a high altitude
photo, and two Geophysics formats. One is a Plain Jane
map and the other is a format that includes terrain elevation.
I prefer the terrain format as it is most like the maps we
use in real life. Fast mover pukes dont use maps (and
wouldnt know how to use one anyway!)
but us warthounds
need a good reference to get down in the mud with.
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Satellite
View |
"Plain Jane"
View |
Terrain Elevation
View |
I wont bother with the finer
points...but the basic idea is that you select object types
and then place them on the map. The map is zoomable
so you can be precise in where you want things to go. I begin
by choosing my start point
on the ground or in the air.
The next two pictures of the set up screen show how you can
elect to begin the mission at the takeoff point
or airborne
just
by specifying where you are at and what your flight status
is.
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Depart
From Base |
Depart
Airborne |
Then
I add the enemy force by selecting the ground object
icon from the Add New list. I scroll the map until I get to
the desired target area
in this case the town of Ust-Dzheguta.
Then I use the zoom feature to enlarge the map to show the
close in details around the town.
The idea is to select a target from
the drop down target list and stick it on the map with a simple
mouse click. Note the wide range of target types (there are
more
the menu has a scroll button to access them). First,
I add a ZSU-23 to defend the enemy force. Then, I repeat these
steps to select and place a convoy of tanks along the road.
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Placing
The Target |
Adding More
Targets |
With
the forces in place, I then use the map to plan an ingress
and egress route. The route will consist of waypoints that
will show up as data on my HUD. Route planning is where the
terrain features of the Geophysics map come in handy. I look
for high terrain to hide behind as I approach the target area.
The map screen also allows me to measure leg distance and
heading.
Finally, I add weapons to my jet.
The Airgroup Planning menu on the right lets me select Side,
Task, and Type
this then brings
up the appropriate external stores in the Loadout/Payload
sections. Here
I choose my weapons types and location, aircraft color scheme,
and fuel load. Both the shark and warthog
nose art styles are available as options, and I was happy
to see that one of the RAF Bentwaters squadrons, the 510TFS
Vultures, was represented as well.
Enough of this planning! Were
pilots, not bean counters! So lets go fly! I save the
mission, assign a mission name, and then click Fly.
Without any further ado, were airborne and on our way.
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