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- Hardpoint: Cloud Obscured Air-to-Ground Tips for DCS World
How many times have I watched wingmen and flight leads die because of cloud-fueled impatience? When a thick cloud deck throws off an entire strike mission, the annoyance is palpable. It's almost like the constant circling above the combat area hoping to find a way to break through drives people mad. Before you know it, even an experienced Digital Combat Simulator World (DCS) pilot can be driven to risk it all and dive into the unknown to get their ordinance on target before hitting bingo fuel. More often than not, this results in them crashing into terrain or blindly descending into enemy air defense with expected consequences. The implementation of the clouds into this simulator on April 14th, 2021 truly changed DCS World. As mentioned in a speculative article written two weeks before the addition of clouds, the presence of clouds can completely change air-to-ground operations. The complications clouds can bring to what were once very straightforward strike missions could eventually annoy people to the point where bad decisions may be made in an attempt to rush the mission to get it done. But flying in unprepared or blindly can result in a fast and frustrating death. Here are a few suggestions on dealing with these understandable frustrations after being in these situations a few times myself: EXTENDED MISSION PLANNING It's one thing to see a map, but it's another thing to read a map. Extended mission planning that factors in terrain, altitude restrictions, waypoints, and attack vectors can help counter potential cloud cover problems. Identifying Altitudes: Using the Map layer of the mission briefing or F10 view, identify the terrain in the combat area. Identify the altitude of your target area and take note of the altitudes of the highest and lowest terrain around it. Knowing the height of dangerous terrain and the lowest point you can fly helps navigate cloud-covered areas and IFR conditions. Landmarks and Reference Points: Having a general idea of the landmarks that are around the target is helpful with identification. Knowing where a specific town, river, mountain, or road is can help when peeking through breaks in the clouds or visually scanning the obscured area. Altitude Restriction: Either through internal aircraft systems or making a mental note, set an altitude restriction for yourself when in the target area. Make the altitude restriction the highest known terrain altitude. Remaining above that altitude can prevent crashing into the ground even in low visibility conditions. Air Defenses: Related to altitude restrictions, knowing what type of air defense is in the area is a must in general, but factoring in what type of unknown air defenses may exist in the target area is also a factor in altitude restrictions. Sure, there may be no known surface-to-air missile (SAM) site in the area, but a hidden anti-aircraft gun, thermally guided SAM, optically guided SAM, or MANPADs could be waiting. Add the known engagement range and altitude of certain air defense systems to terrain altitude restrictions. Adhere to altitude restrictions as much as possible. Navigation Waypoints: Use waypoints for more than just marking the target area—set up waypoints for ingress, the target area, and egress. Having a quick reference for entry and exit in combat can be life-saving in IFR conditions. Any other navigation waypoints that can be added will further enhance survivability. Make sure that ingress, egress, and navigation waypoints are set at altitudes that are higher than the lowest altitude in the area, otherwise flying yourself into the ground without realizing it is a possibility. Attack Vector: Related to waypoints. Set one or more waypoints over the lowest area(s) of ground to the target. Program Attack Vector waypoints to have safe altitudes over the low terrain; never set attack vector waypoints to be the same altitude as the ground you are flying over. Only the Target waypoint should have the exact altitude of the target you are attacking. Visualize attack vector waypoints as a digital path you can follow to reach the target. At first, maintain the original high altitude restriction while overflying the attack vector waypoints. If the target area is obscured or you have weapons that require visual confirmation of the target to employ, and you are forced to try lower altitudes to bring weapons onto the target, flying the attack vector waypoints will act as a guide while flying "in the soup" with minimal visibility. If advanced navigation systems are not available, using landmark reference points and remembering the altitudes of terrain in and around the target area will still suffice. UTILIZING MODERN ATTACK CAPABILITIES Pre-Planned Attack: It's not the type of legendary dive-bombing, and flak dodging that gets the heart-thumping, but utilizing known target coordinates is the easiest way to deal with all-weather and visibility limitations. If target coordinates are available for one or more targets before the mission, take the time to input them into weapons and aircraft systems to make the sortie successful under any condition. This is especially true for GPS-capable air-to-ground weapons, which ignore visibility conditions and are guaranteed to strike the exact spot on the planet you've selected, assuming it doesn't hit terrain while in flight and correct weapons release conditions are met. Furthermore, be prepared to input coordinates for a pre-planned attack while airborne if necessary. It's not glamorous, but it's effective. Unguided weapons can also be dropped through the clouds, as long as the target's coordinates are known and input into the aircraft's navigation systems. Targeting Pods: When able, use the advanced optics and positioning information provided by targeting pods (TGP). Their optics allow for better identification at a more extended range, and forward-looking infrared (FLIR) can somewhat penetrate the cloud layer to assist with target identification. Furthermore, location coordinates from these pods can be used for guided and unguided munitions attacks through the cloud layer later. After a target's position has been "locked" by a TGP, assuming the target is not in motion, the attacking aircraft can return to a safer altitude with the target location displayed in its weapon systems for easier attack through the clouds or by other methods. CLOUD BREAKS The most enticing opportunities a pilot will see in these situations are cloud breaks. These gaps in the cloud layer seem to offer fast solutions to obscured target areas, but rather than diving straight in, many things should be considered. Visual Inspection: Before doing a split-s into the unknown, flying above and around a cloud break will allow time for this break to be inspected. Is it high enough from terrain to safely fly-through? Can the target be seen through the cloud break? How far is the target from the cloud break? Will flying through this break lead to higher visibility at lower altitudes? Shoot Through the Breaks: While inspecting a cloud break, if the target can be identified by looking through the break from higher altitudes, launching weapons through the break is the preferred attack method. If diving to lower altitudes into potentially high amounts of air defense can be avoided, do so. Even if this means lowering altitude a bit to shoot through the break at a 45-degree to 10-degree angle, this is preferable to diving through the break completely. In and Out: If descending through a cloud break is necessary, keep time at lower altitudes to a bare minimum. Vector yourself in the direction of the target before descending through the break. Climb back to the safe altitude as soon as weapons are released and prepare for bomb damage assessment (BDA) after the attack. Descend at a Distance: Descending directly above the target area is not a great idea. This type of approach exposes the pilot and aircraft to maximum risk. The aircraft will be carefully descending while within range of air defenses that the pilot cannot visually detect. The safer approach is descending through the cloud deck away from the target area to gain a visual before moving in to attack. This allows for a controlled descent away from threats while maintaining enough distance to establish a visual confirmation onto the target area. JUDGEMENT CALLS Setting aside weapons, systems and planning, everything comes down to the pilot flying the aircraft. Patience: As mentioned in the introduction of this article, patience can be the deciding factor in a successful attack in these situations. Maintain a calm and analytical mindset to solve the problem rather than add to the problem by hurrying the process. It could take anywhere from a few minutes to half an hour to figure out whether or not the strike can be safely carried out or if the sortie has to be canceled. When to Attack and When to Come Back: If conditions are not right to hit the target in question, remember that there is a safety limit. Aggressively diving into the situation to force the attack without a clear plan or good attack parameters could result in the heavy damage to the aircraft or the loss of the attacking aircraft. If after an extended time it is evident that the target cannot be hit during that sortie, plan on returning to base and prepare for a second sortie. Use the first sortie as a reconnaissance flight to gather weather data, cloud coverage information, target location information, and potential attack vectors to make the second sortie as effective as possible. There is nothing wrong with living to fight another day. MISSION EXAMPLE Utilizing many of the points discussed above, a quick example of a strike mission has been assembled. Utilizing the Altitude, Map and Satellite layers available in the F10 view, six waypoints have been assembled: Scroll using the arrow to the right to look at all the map modes. Waypoint 01 - AO Assessment: Observing the area of operations from a distance to assess the condition of the target. If no clouds are present, proceeding directly to the Target Waypoint is a viable option. Waypoint 02 - Ingress: If the target has any degree of cloud coverage, proceed to the ingress while maintaining the self imposed altitude restriction. Continue to observe the target area looking for cloud breaks and trying to spot the target area. Waypoint 03 - Attack Vector: The attack vector waypoint should be set to an altitude that is at least 500 feet above the minimum altitude of the target area. On the first pass, maintain a safer high altitude and overfly the Attack Vector waypoint(s). If it is possible to attack the Target Waypoint from high altitude, do so. However, if the target is still obscured by clouds and a visual confirmation of the target is needed to bring weapons onto target, gradually descend to the attack vector altitude while assessing if a lower altitude gives more visibility over the target. Waypoint 04 - Target: A waypoint that marks the general target area or exact target, depending on how many units need to be destroyed. Remember that the Target Waypoint is the only waypoint that needs the exact altitude of the units that need to be destroyed. While flying from waypoint 03 to waypoint 04 search for targets and threats. Assess if the target(s) can be attacked. If they can be attacked, do so. If not, proceed to the next waypoint regardless. Waypoint 05 - Egress: Set the egress altitude back to the safer high altitude that was used in waypoints 01 and 02. Remember that if the aircraft is at low altitude after flying through waypoints 03 and 04, the egress waypoint needs to be directed away from high terrain to prevent any potential collisions with terrain. The use of afterburner to zoom climb away from the target area is highly recommended, remember to use your countermeasures (chaff, flare and ECM) to protect yourself form any counter attack. Waypoint 06 - BDA: It's not the type of legendary dive-bombing, and flak dodging that gets the heart-thumping, but utilizing known target coordinates is the easiest way to deal with all-weather and visibility limitations. If target coordinates are available for one or more targets before the mission, take the time to input them into weapons and aircraft systems to make the sortie successful under any condition. This is especially true GPS-capable air-to-ground weapons, which ignore visibility conditions and are guaranteed to strike the exact spot on the planet you've selected, assuming it doesn't hit terrain while in flight and correct weapons release conditions are met. Furthermore, be prepared to input coordinates for a pre-planned attack while airborne if necessary. It's not glamorous, but it's effective. Unguided weapons can also be dropped through the clouds, as long as the target's coordinates are known and input into the aircraft's navigation systems. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Flight Sim Expo 2021: Seminar Highlights
The post-event impression of Flight Sim Expo 2021 is impactful. Though Skyward staff was unable to travel in person to the event because of a last-minute decision related to health concerns, we enjoyed many of the seminars live from September 24th-26th, 2021. Of course, the headline-grabbing events that came out of FSE were related to the big projects and upcoming products from respected companies. Thrustmaster, Turtle Beach, Honeycomb Aeronautical, Laminar Research, Flight Factor, and Lockheed Martin all had considerable panels. The announcement of X-Plane 12, the first military aviation-focused Hands-On Throttle and Stick from Honeycomb Aeronautical, Thrustmaster's the first civilian yoke, and further details on the all-in-one civilian yoke and throttle quadrant from Turtle Beach are the first things that come to mind when discussing Flight Sim Expo 2021. However, this event was more than just a podium for product announcements. FSE 2021 has 30 seminars; each is available as videos on-demand until November 28th, 2021. Obviously, all of those were not product announcement panels. Many panels gave down-to-earth explanations to various aspects of flight simulation for simmers of all levels; from recently started simmers focused on home entertainment to civilian and military aviation industry individuals pushing concepts that challenge the current state of aviation training. I feel as though Flight Sim Expo 2021 broadened my knowledge in many ways while raising my interest in more advanced forms of flight simulation. Viewing this event through the lens of someone that participates in various levels of seriousness in arcade and realistic flight simming, I believe that the benefit of an event like this is to act as a springboard. As something that propels the attendee forward within this particular passion of theirs. Advancing the Mindset of Flight Simulation-Based Training This was a major topic that appeared in multiple seminars in one form or another. As the looming pilot shortage situation continues to build in both civilian and military aviation, the use of simulators to maximize airframe flight hours, increase pilot trainee retention and restructure flight training and the culture around it to incorporate much more flight simulation was a forefront topic for multiple seminars. While flight simulation has been used for instrument training for decades now, the use of flight simulators for primary training is still a contested topic. "Practical Simulator Use as a Training Aid" by Gleim Aviation and "Using PC-Based Simulators for Fun and/or Flight Training" by Ed Valdez (President, and CEO of ProPilot Aviation), gave a professional view of flight simulation training in all levels of civilian aviation. Seeing examples of FAA-approved simulators interwoven with real-world video of skills learned on simulators in action was illuminating. It put in perspective how it is possible to construct high-caliber simulators in smaller venues. In the past, this type of technology was only available in military installations or aviation training facilities. "Can Consumer Flight Sim Impact Real Aviation?" with Nicki Repenning (CEO, Honeycomb Aeronautical), is a seminar probably best known for the new flight sim hardware that was announced at the end of it. But a large portion of this seminar was dedicated to challenging the existing approach to flight training. This was a comprehensive look at flight training from a realistic and straightforward point of view backed by examples of real-world flight training programs incorporating flight simulation to make up at least half of the training syllabus both in the flight schools and from their own home. From the perception of piloting from being sexy and fun to becoming "glorified bus drivers," an emphasis on changing the existing prejudice against flight simulation in training and preparing the next generation of pilots was clear. Nicki Repenning announced The Flight Sim Academy powered by Honeycomb Aeronautical, which aims to establish flight training centers in the 30 largest metropolitan areas in North America. Crown Air Aviation, the EAA, and AOPA have already expressed interest or are involved. It's a bold but achievable concept more should learn about. "The New Era of Military Flight Training" by Major Kinsley "Trigger" Jordan (Chief of Innovation for the United States Air Force) dug deep into how the military is exploring more extensive use of flight simulation and reforming pilot training as a whole. This was an energetic and refreshing voice from the military training perspective. There were many great takeaways from this session, and it showed how the military could and is effectively incorporating flight simulation in arguably one of the most dangerous forms of aviation on the planet. This was further supported by the seminar "Lightning Strikes - Development of the F-35 Flight Demonstration" by Billie Flynn (ICE Leadership and F-35 Test Pilot), who created and flew the memorable debut of the F-35 flight demonstration at the 2017 Paris Airshow. To learn that this demo was designed and flown hundreds of times, primarily in a simulator over the course of nine months with a data-driven approach utilizing information from F-35 engineering teams, was eye-opening. Not only for those watching the display but apparently for personnel in the Lockheed Martin, United States Air Force, and the Pentagon as well. More information on that is provided within the seminar. HOME COCKPIT CONSTRUCTION For many, the idea of a home cockpit is simultaneously awe-inspiring and daunting. A few seminars gave a more casual approach to learning about these systems and the process needed to create them and maintain them. "Your First DIY Home Cockpit Component" by Jon Coughlin (Game Developer, Slitherine Games), was a casual introduction to home cockpit-related fabrication. This is something that I think is needed when home cockpits are discussed since most people only see the finished product. With his game Roger Meatball and a tutorial in constructing the "Mini-Meatball", a homemade instrument representing a fresnel lens optical landing system, it acts as a leap-off point for simmers interested in getting more hands-on with their flight gear. "Home Cockpit Construction" by Pat Fuge (Joinava.org, KSAN Simflite), was one of a handful of seminars that focused on home cockpits, but this was by far the most casual and heartfelt presentation about this subject. This presenter was open about how costly, complicated, and potentially restrictive these elaborate setups can be with easy-to-understand explanations of design concepts for hardware and software needed to make these setups work. This seminar made home cockpit creation easier to understand and more approachable. REVALUATING A START IN FLIGHT SIMULATION As odd as this may sound, sometimes taking a step back to reevaluate how you view flight simulation as a whole is a great way to find a new perspective. "Getting Started in Flight Simulation" by Calum Martin (CEO, Founder of SoFly, Content Director, Co-Founder of FSElite) is geared towards new simmers. Its approach from the ground up started with identifying the wants and needs of a simmer, palatable explanations of the strengths and differences between the three major PC-based flight simulators (Microsoft Flight Simulator, Prepar3D, and X-Plane 11), and information for getting started on where to buy these simulators, resources to enhance them and connect with others and information on developers who continue to support and expand these platforms. There are a few important notes about constructing a PC capable of handling flight simulation in a quality that makes it stable and enjoyable and controls hardware (flight sticks, yokes, rudder pedals, etc.). Setting aside any preconceptions I had about certain sims and viewing them from the mindset of a newcomer has certainly stoked my interest in simulators I may have had little interest in. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- First Impression: Manta (Steam Next Fest 2021 Demo)
Seamlessly transitioning between high-flying dogfights and deep-sea battles is not something I thought would mix well. I can vaguely recall a handful of titles from the 1990s and early 2000s that have tried the concept. The fact that I've forgotten their names by now is probably an indicator of how well they pulled it off. However, a new indie arcade flight simulator seems to have found a way to make the concept work well while incorporating a mindset-shifting assortment of gameplay mechanics for this genre of games. Manta by Psychoclast Software is a still in development title that emphasizes amphibious combat, remaining true to its tagline, "Across the Skies, Through the Abyss" which appears on the official website. This year's Steam Next Fest has been a significant opportunity for Manta to make a lasting first impression with its public demo available as of the beginning of this event and two developer live streams showing the potential of this title to hundreds of people. After a few months of interesting short videos from the official Twitter account, I can personally say that I wasn't disappointed after being able to thoroughly play the demo... despite how many times I failed the mission! But that's less because of game design and more because I approached the game with the wrong mindset. There are three key points to be made here. Manta is set in a sci-fi world with mentions of the antagonist being a Federation and a mysterious Order of the Manta, but let's stay focused on three key points. The Manta This is the titular craft of the game. The Manta-class amphibious biointerceptor is described as only being piloted by human telepaths that establish a psychological link with their Manta. This craft is by far the fastest and most versatile craft in the game, capable of seamlessly transitioning between airborne and underwater. It can carry a wide array of energy and kinetic weapons within the weapon bays of its morphing airframe. The Manta is made up of an organic/biopolymer material that enables the morphing of its shape at will. At lower speeds, the craft becomes wider, flatter, and more circular. While at high speeds, it elongates and reduces its width. The craft can also enter a hover mode and remain stationary. Furthermore, its weapons and defensive systems are described as genetics (specifically alleles). The Manta can be upgraded mid-mission by acquiring technology found on the seafloor, enabling players to change just about every weapon, shield, and other ability the Manta employs. These upgrades are done at the Gene Forge, an undersea dock. Upgrades are necessary to the Manta's success. They are not something that can be ignored without consequence. Some enemies are susceptible to certain types of weapons, and extra armor provides more survivability against the high number of enemies that rove the area of operations. But most importantly, essential components needed to interact with allied forces can be expanded upon. Actively Use Real-Time Strategy This brings up the second point. Despite all of its ability, the Manta is unable to win the day by itself. Not because it is underpowered, but because it is a single craft operating on a relatively large battlefield. It cannot be everywhere at once and complete all objectives on its own while protecting its allies. The enemy deploys flying aircraft carriers, flights of interceptors, fleets of submarines, and attack groups of warships determined to destroy the player's home base. After playing the demo for quite a while, it was clear that I was doing something wrong. I did not begin to have success until I changed my perspective from the usual "lone heroic fighter saves the day" mindset that arcade flight shooters often portray. The first thing that comes to mind when commanding friendly units is mentioned in an arcade flight sim are "wingman commands." Those are quick sets of commands to order computer-controlled allies that follow the player aircraft to attack, defend, change weapons, or other basic tasks. Manta goes beyond this and instead embraces real-time strategy (RTS). In Manta, the RTS portion of the game is significant. This is something that I don't think was easy to portray in the previews up to this point. The Manta-class amphibious biointerceptor has command and control functions, namely the Tactical Display (TD), that enables it to remotely work with the Citadel - the main base that transports the Manta into the combat area. The Citadel can repair and resupply the Manta while also acting as a factory. As the Manta scowers the ocean with visual scanning and sonar to search, it can identify and tag resources needed for unit production. Identified resources appear on the TD. Once marked by the Manta's resource trackers, the Citadel deploys engineering units to build supply infrastructure like mining rings or powerplants, increasing the number of supplies in the Citadel. Fleet weapons and hull designs discovered by the Manta can be assembled in the design tab of the TD to create allied units of various sizes to combat enemy forces. Each design can be saved with a custom name for easy organization in unit production. Assuming there is a sufficient amount of supplies needed for production, all constructed allied units can then be commanded by the Manta using the Tactical Display. Dragging and dropping the icon of one or more allied units into an area will have them move there, whereas dropping their icon onto an identified enemy will order them to attack the unit. Allied units will also naturally fight any enemies that approach them. The number of allies the Manta controls can be increased with command circuit ship upgrades. Actively going out of the way to disengage from combat to build resources, construct allies, and deploy them effectively is the sure-fire way to find success in Manta. Embracing the New Style of Combat Finally, using the amphibian combat style significantly improves survivability. The current gameplay is quite fast-paced in the air, with turn rates so fast that keeping a target in the gunsight is a challenge on its own. Using the lead targeting computer is the only real way to bring unguided weaponry onto target while maneuvering. Detecting incoming missiles in the air is equally problematic. Attempting to predict when they may be launched and acting accordingly is the best course of action, but they're so fast there is always very little time to react. Undersea combat feels like the right amount of slower-paced movement with somewhat realistic game mechanics that use sonar pings to navigate but relying on these pings reveals the player's position. So using them sparingly is preferred, though the wealth of enemies they can spot and resources uncovered make them worth the risk. The Manta being able to dive into the ocean from hundreds of feet in the air while traveling over Mach 1 makes diving into the sea a viable tactic. Escaping enemy fighters by diving into the water, forcing their missiles to slam into the water surface, and counterattacking from behind is amazingly effective. Sneaking beneath airborne enemies and above water defensive positions is very effective in hit-and-run tactics. The ocean is also the perfect cover from enemies while regenerating shields or commanding the allied fleet. Just remember that submerged enemies also utilize this position. Getting attacked by sea-launched missiles is possible, and unseen enemy submarines can creep up onto vital infrastructure. With real-time strategy unit management being just as crucial as the piloting skill of the player, Manta's approach to the arcade flight sim genre is fascinating. With a full game release date listed as September 2022, Manta is in a good position to release as a stand-out title within its genre. With screenshots showing absolutely massive submarines and warship-sized allies flying along with the Manta, I look forward to taking on a squadron of interceptors while commanding battlegroups of my own! About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Surviving the Waves of Vertical Strike Endless Challenge
The trick to surviving waves of enemies is patience colder than the stratosphere. Vertical Strike Endless Challenge (VSEC) is a combat-focused arcade flight game that prioritizes quick access to the action. Released on April 18th, 2017, VSEC was developed by the Rainbow Knights team of Project ICKX, and published by PLAYISM for personal computers (Steam, Playism), and eventually the Nintendo Switch game console (July 4th, 2018). The primary draw of VSEC is its easily approachable quick play session format. Players are thrust into the action with short pre-flight preparation and no commitment to mission objectives or story. After the title screen, Vertical Strike Endless Challenge has the standard video, audio, and control options you would expect. Notable extra options include changing aircraft view from different perspectives like zoom or super wide, changing automatic assist options, gun lead type, target selection priority, and more. Toggling some of these options makes things even more challenging for those that desire it. Vertical Strike Endless Challenge forgoes having a single-player campaign and instead focuses on wave-based combat. The goal of VSEC is to survive as many waves as possible while accumulating points by destroying enemies and minimizing the number of weapons expended. Each weapon launched, or countermeasure deployed costs a certain amount of points. This cost is deducted from the player's final score. Every fifth wave cleared presents one or more enemies with increased difficulty and/or numbers against the player as a final hurdle before the next wave reset. After every fifth wave, the aircraft's weapons are resupplied to a degree in place of having players return to base to resupply. Aircraft selection consists of either the SAF-22 Slayer air dominance fighter or the XSF-3A experimental strike fighter. Both aircraft are based on real or proposed 5th generation stealth combat aircraft. In particular, the XSF-3A is an interesting addition, as the F-3 (or F-X) it is based on has rarely appeared in flight games. Though the SAF-22 is the premiere air combat aircraft for this game and the XSF-3A is better for air-to-ground or anti-ship operations, both are capable of dogfighting well. Each aircraft can carry a maximum of four guided or unguided weapons along with the internal cannon. Standoff dispensers, high mobility infrared missiles, multi-target air-to-air missiles, gun pods, and others. There are 12 weapons to choose from in total, but some of the air-to-ground unguided weapons can be used in air combat with a little aim and finesse. Neither aircraft underperforms in any way. Both are capable of high-speed travel, carry plenty of weapons, and hold their own in turning fights. Maneuverability is noticeably higher at certain speeds, while high speeds also have their uses against long-range missile fire. Learning what the optimum cornering speed for both aircraft is a must for gaining full control over their performance. Each aircraft can turn the angle of attack limiter off, further maximizing its maneuverability in close-range engagements. Skilled players can even pull off low-altitude stunt flying. But of course, the danger of being exposed to medium and long-range threats outside of the tight turns the aircraft would be performing during angle of attack limiter disabled maneuvering. The game is split between Arcade Mode (Anti-Air) and Arcade Mode (Anti-Ship). Arcade Mode (Anti-Air) solely focuses on air-to-air combat. Waves of enemy aircraft attack the player with increasing numbers, different formations, and varying skill levels. Arcade Mode (Anti-Ship) mainly sends warships of various sizes with minimal fighter top cover. Every fifth wave in Anti-Ship includes full-sized battleship(s). Surviving the Vertical Strike Endless Challenge waves while still scoring high with minimal point reduction relies on the player keeping a few essential things in mind. Not overly relying on guided weaponry to destroy all targets will save the most points over time. Generally, the less complex the weapon is, the less cost it will generate. Efficient use of weaponry will save the most points over time. Here are a few examples: using a single short-ranged air-to-air missile to damage an enemy aircraft then finishing it off with the aircraft's cannon or underwing gun pods, using a volley of medium-ranged multi-target missiles to destroy half of a large formation of aircraft, or removing the defenses of a warship with air-to-ground or anti-ship missiles, then following sinking the ship with less advanced weapons like rockets or dumb bombs. Even though weapons are resupplied after every 5th round, remember that they still increase the cost of the player's sortie the moment they are launched. Though non-player controlled allies join the player in combat, they are limited in number. The player will consistently be outnumbered by the enemy and can find themselves evading enemies chasing them while they're busying pursuing a target in front of them. Rather than having tunnel vision and doggedly chasing a single target, being able to latch onto passing, more vulnerable targets of opportunity will keep the player unpredictable and always in motion. Rather than allowing other enemies to settle in behind them for a long time, flowing seamlessly from one target to the next isn't just good for accumulating points faster but also increases survivability. Most importantly, the critical trait players that have cleared hundreds and even a thousand waves of VSEC have is patience. Absolute, unwavering patience. Keep in mind that, like in any wave-based game mode, eventually, the player will find themselves wanting to change the way they fly in combat. After a few dozen completed waves, it's natural to get more daring because of the prolonged success. Like more dangerous head-to-head attacks against enemy interceptors, trying to weave through surface-to-air missiles rather than safely evading them and heavily relying on AoA limiter-off maneuvers for thrills. Honestly, gravitating towards things like this is caused by a little bit of boredom. Players that have the skills to survive at least a dozen or so waves will gradually seek further excitement to maintain their interest. But unnecessary risks are not conducive to record-breaking numbers. Those endeavoring to put up high scores on the VSEC online scoreboard stick to the same tactics and weapons used in every wave. Keeping in mind that they are attempting to set a record, caution and repetition will carry players to victory. Whether players need to listen to their favorite music or podcast in the background to appease creeping feelings of boredom, the path to scoring high on the VSEC scoreboards is very long. Be patient and persevere! For the low cost of 4.99 USD, this entertaining title can be added to the library of anyone looking for either a few sessions of intense air combat or an extended session to see how far their skills can taken them. Project ICKX is an interesting organization from Japan that has developed and produced a multiple arcade flight games for over 10 years. Vertical Strike Endless Challenge is most likely the first game from Project ICKX that people have added to their libraries without even knowing it. Even VSEC has derivatives with voice acting, a light story, a fictional super aircraft, and connections to a software testbed, but that's a subject for another article. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- SATAL: Studying Air Combat Tactics from DCS Competitors
Cheering, jeering and learning from competitors fighting their hardest The first week of the 2021 season for the Squadron Air to Air League (SATAL) is over, and the spirit of competition flies ever higher with the official return of this event. SATAL is a high-profile international tournament for competitive teams and squadrons that fly in Digital Combat Simulator World. The roots of SATAL can be traced back a few years, but to put things in perspective, this year's tournament is presented by Thrustmaster. Past tournaments had co-sponsors like Eagle Dynamics, Black Hog, and Wild Weasel Apparel, with considerable prizes provided by companies like Tacview, Foxx Mount, Buddy-Fox, and Heatblur. The rewards for winners and runner-ups have included hundreds of US Dollars, flight simulation hardware, apparel, and full-fidelity aircraft modules. The tournament is organized and broadcast by DCS World Events (DCSWE), an organization that has hosted multiple competitions of all sizes in Digital Combat Simulator for many years. Led by its knowledgeable and energetic host, M0ltar, the staff of DCSWE includes Alpha-Whiskey creating amazing short videos promoting the tournament, new staff members collecting statistics, and a revolving door of co-hosts that commentate on the action. From an entertainment perspective, the primary draw of SATAL is the team-based combat from its Diamond, Gold, and Silver leagues presented in an esports-style format. The team aircraft liveries showcased during the matches or in teaser trailers called "supercuts" invoke mental images of sports team jerseys. The particularly colorful commentary adds some fun, unpredictable dialogue to what's happening on screen. The multi-screen format used for the broadcasts provides a lot of situational awareness with screens dedicated to the Tacview universal flight analysis tool to provide an overview of the combat area and smaller windows showing the competitor's aircraft and missiles in flight. Visually a lot is going on, with the focus constantly shifting to where combat is in progress. To those with a more analytical eye that are eager to learn something, watching even a few rounds of SATAL can provide a wealth of information. Whether you fly in DCS World as an online-only player-vs-player (PVP) specialist or offline single-player campaign warrior, any information on air-to-air combat is valuable. In the case of SATAL, its viewers are presented with the opportunity to study teams of pilots well versed in aerial combat that train to fly on a competitive level. The incorporation of Tacview data and verbal explanations about what happened during or after a match further enhances the understanding of what spectators are seeing. When I was beginning my journey in learning how to fly in Digital Combat Simulator over a year ago, I referred to SATAL as a way to answer questions I had. Ideas on how to approach beyond visual range combat and samples of effective evasive maneuvers. I wanted examples of the things to do and things to avoid to help wrap my head around combat in DCS World. Because of SATAL's screen format and the forthright explanations of what is happening from the host, I felt as though years of information was casually presented to me. Wingman tactics, valid missile launch speeds and ranges for PVP combat, candid discussions about known bugs, potentially exploited bugs, introduction to concepts like "skating" while supporting a missile, notching active radar homing missiles, multiple examples of how to evade a missile while maintaining high speed, explanations of tactics like setting up a grinder and too many other things to list here. While it's easy to sit back and finger-wag the competitors for not seeing an obvious threat from the spectator's point of view, watching their mistakes and victories closely really helped build up an idea of what does and does not work in the realm of DCS dogfights. Of course, just watching SATAL isn't enough to make you an unbeatable ace, but it's a way to study towards that goal. I started watching SATAL at the start of its 2020 season and since then have seen every matchup into the start of the 2021. I strongly feel as though this is a resource that got me excited about Digital Combat Simulator and the continued refinement of my own skills. While I still primarily fly player-vs-environment (PVE) or mixed PVE-PVP strike missions, the things I learned from watching SATAL and went on to practice on my own have carried over to the sorties I've been flying. Because of this, I've frequently suggested that people watch SATAL for both entertainment and educational purposes. The Squadron Air-to-Air League continues to broadcast on Twitch with recordings of those broadcasts, supercuts, highlight reels, and new skin showcases uploaded to their YouTube channel. The official forum thread on the Eagle Dynamics forum, Twitter account and Discord server are also places that people can get involved and see the latest updates. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Over G Fighters: Appreciating Arena Mode
This opinion is probably a decade and a half late, but Over G Fighters is such an excellent flight-sim lite. When I was forced to notch an incoming AAM-4 while I was guiding an AIM-54A before its radar went active, I realized there was much more to this game than expected. However, I specifically find myself interested in a standalone, non-story-related game mode that inspired a developer for a highly anticipated flight sim lite currently in development. When Over G Fighters (June 27th, 2006) was new, I was busy participating in squadron matches and tournaments in Ace Combat 6: Fires of Liberation. The name Over-G had been mentioned in the lobbies between rounds and discussed during chill flights, but I never felt the need to dive into what was always described as a lackluster, slow-paced game. Fast forward 14 years or so, and my interest in this game was piqued after an interview with Why485, the developer of Tiny Combat Arena: "Tiny Combat Arena began as something of a dare from Mike Dolan. The idea was based on an almost throwaway mode from the Xbox 360 game, Over G Fighters." - Why 485. He went on to describe the game mode in more detail. Since then, I've had Over G Fighters on my list of titles from the past to give a serious playthrough. In fact, this statement is the only reason I am genuinely interested in this game for the first time ever. How could it have inspired something like the now sought-after Tiny Combat Arena? To put things in perspective, even though it was released as a console-exclusive, Over-G Fighters does a rather admirable job of being the best combat flight sim-lite on the Xbox 360. Many moderately realistic features make up the core of its gameplay. Realistic hardpoint management, aircraft part damage, fuel burn rates, turn rates, blackouts, red outs, over-stressing the airframe because of aggressive maneuvering, etc. I found it relatively easy to complete entire sorties using the instruments in the cockpit and the general user interface. It is the Arena mode of this game where the magic happens. There is an offline single-player and online multiplayer version of the Arena. Offline Arena Mode This open-ended game mode is a mixture of wave survival, and high score focused. With no set objective, players are free to select any aircraft, choose their own targets and fly multiple sorties going anywhere they wish with the restrictions of a flight simulator. The realistic limits on fuel, weapons, and aircraft performance transform the gameplay from an objective, limited approach to something more free-flowing but strategic. There is no winning by bombing a specific building or shooting down a particular attacker. Wisely choosing engagements, making every weapon count, using altitude and speed advantages to navigate over long distances and still leave enough fuel to return to base and do it all over again defines this game mode. In offline single-player Arena, the player launches from an island near the middle of a massive map. Even taking a fuel-efficient aircraft like a Boeing F/A-18 Hornet or a super cruising Lockheed Martin F-22A Raptor is not enough to do a lap around the border of the entire map without some difficulty. There simply isn't enough fuel to cover all of that area, even if you avoid all the hostiles. And let us be clear, there is an overwhelming amount of them. The map images shown below layout the locations of aircraft, airfields, islands, ships and known higher priority targets. Every dot on the zoomed out map (left) is an enemy of some sort (right, zoomed in image). There are roughly six areas that have warships and aircraft loosely grouped together. The groups are defined by the territory they occupy and the general type of aircraft in the area. For example, multiple attackers at low altitudes and United States Navy aircraft over the ocean near warships. Though a majority of the enemies operate in those areas, there are still unexpected opponents that fly wherever they please. Even if you are in combat against Chengdu J-7s, it is still possible to be ambushed by a Lockheed Martin X-35; which happened to me while I was flying a Grumman F-14A Tomcat. Not recommended. Intermixed with these groups are "bosses" like strategic bombers, Iowa-class battleships, stealth aircraft, and AWACS. As enemies are defeated, the player accumulates glory points. The more difficult the enemy is dictates how many glory points are given for defeating them. This further adds to the mission planning in this free-form game mode. This makes interceptor sorties focused on destroying an AWACS near the farthest reaches of the map even more valuable than defeating a flight of fighters singlehandedly. Planning out flight paths to evade patrolling enemies and hitting high-value targets before their escorts swoop in changes the dynamic of offline Arena. Frequently using high speed and high altitude to traverse the map is immensely helpful. Learning how to safely approach the hostiles and when to engage and disengage is the key to success. As glory points are gained, in-game titles like "Green Horn," "Tactician," "Ace Sniper," and "Ultimate" are given as rewards. Achieving higher titles unlocks opportunities to fight big bosses (ace pilots) after certain conditions are met, like destroying a number of a specific type of aircraft in a particular area. Defeating big bosses will unlock their aircraft for the player and eventually lead to yet another game mode to be unlocked. There are few allies to assist the player. Their wingman, who flies an aircraft and weapon loadout decided by the player, can make all the difference in the offline Arena. As their weapons are also limited, utilizing the wingman means more in Over-G Fighters than many other flight games that were also on the Xbox 360. Intelligent use of the wingman includes having them engage escorts while the player attacks high-value targets or setting the wingman to perform air-to-surface strikes with the player flies escort. The offline Arena does have airfields and a carrier battle group that can rearm, refuel and repair aircraft... if you can survive long enough to reach them. The glory points gained will be lost or reduced otherwise. In this regard, running out of fuel far from base is just as deadly as getting hit by a missile. Landing, resupplying, and launching back-to-back sorties are the best ways to earn high amounts of points over time, making survival paramount. While offline Arena ends with either the player's death or manually ending the session, the online multiplayer version of Arena is a somewhat different beast. Online Arena Mode Online, four teams of up to two players each battle to be the last team standing. Each team has an airbase with air defenses, a symbol tower (headquarters), and an aircraft carrier with destroyer escorts. Defeating an opposing team is done by destroying their assets, especially the symbol tower, which removes an opposing team from the match when it is destroyed. Glory points are still collected in online gameplay by defeating other players and computer-controlled units. The destruction of a symbol tower gives an apparently massive amount of points unironically labeled as "Gained more glory points than I can imagine!!!" Intercepting incoming attackers while pressing the offensive against high-value targets is a balance that relies on player skill and coordination. Enemies cannot be found at long distances by pausing the game and scrolling through the map like in offline Arena. The long-range radar shows a general idea of where enemies are, but identifying aircraft and obtaining a radar lock is noticeably harder in online play. Learning each aircraft's strengths and extra functions (and bugs!) is a deep part of the PVP in online Arena mode. These functions vary from aircraft to aircraft. For some, they are simple additions like a hook for landing on aircraft carriers. For others, it's a dogfight mode that allows for guns and missiles to be fired simultaneously, super search radar modes, or radar stealth abilities. In one peculiar case with the Sukhoi Su-33 Sea Flanker, it's learning an exploit that combines disabling the angle of attack limiter while gaining speed on the runway, then performing a Pugachev Cobra during rotation for takeoff, forcing the Flanker to climb in a wholly unnatural way that results in an immediate altitude and speed advantage no other aircraft could match. Unfortunately, this is all I could gather from the multiplayer Arena, but considering this game's age and the unlikely chance for re-release, it's doubtful maximum capacity online lobbies would ever happen naturally. I was able to gather a bit of information and experience in online play thanks to the assistance of RaptorDad86, a flight simulation-focused content creator who has much experience with this game. Thanks to him for supplying me with information about the height of online multiplayer gameplay and even flying with me to help create this article. Newfound Respect and Understanding Even by today's standards, the open ended Arena game modes of Over G Fighters would still be stand out additions in similar flight simulation or flight arcade games. They would be a considerable selling point advertised on social media, crowdfunding projects, pre-orders and video trailers. Thinking back to Tiny Combat Arena's popular 2019 demo builds, the inspiration is evident. But to be clear, it's not just a lazy copy. Tiny Combat Arena's development towards the full-scale game go far beyond the intentions of Taito, the developer behind Over G Fighters. its approach to open-ended flight sim lite gameplay is firmly its own concept that has nods to this game from 2006 but does not plagiarize it. This entire journey to scratch a curious itch about Over G Fighters has sparked my interest in it and the Energy Air Force series which it is associated with. It feels like a new exploration into game console-based flight sim lites is just beginning for me. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Gyroscope: Intro to Advanced Project Skyscape Controls
A concept that only a first-person sandbox flight game could execute well. Project Skyscape is a still-in-development game by Flyleap Studios. Its closed testing build has undergone multiple changes in the past months as it prepares for a potential 2021 early access release date. The game describes itself as a jet fighter experience that hits the gap between game and simulator while balancing realism and fun. Its ability to be played in both VR and desktop while having flight simulator-style aircraft systems and the ability to fly and walk around an entire planet freely is ambitious but has been taking shape. I've had the privilege of being a tester for this title for some time. As it is still in development, there are ongoing changes and tests being done, so details on the story, gameplay, flight model and multiplayer experience are too early to delve into for now. However, there is something that has left a lasting impression on me. During a certain part of the story in the game's solo play game mode puts the player in a situation where they must learn the controls of a combat aircraft. Usually, this is where the player is put through some tutorial mission where they destroy a handful of aircraft while being walked through the controls. That or there is a separate set of training missions used to fill this purpose. Instead, Project Skyscape utilizes an in-game gyroscope flight simulator. At first glance, the simulator looks like a standard sit-down machine with the bare minimum amount of equipment. Just a frame, really. But as the player enters it and turns on the battery, its potential is immediately apparent. After the initial rolls and flips using default controls, players are instructed to adjust the controls until they can easily track and destroy virtual targets that appear in the sim's display. Pressing Tab on the keyboard and opening the control menu (CTRL Menu) starts the process. Seeing the entire list of every input, axis, slider, and modifier button that can be programmed is impressive. Especially notable controls include the throttle designator controller (X-axis and Y-axis), head tracker settings, and specific buttons for selection hardpoints, ideal for a weapon selection hat switch. All inputs that would use an axis (like pitch, roll, yaw, TDC, etc.) are backed with assignable curves, dead zones, and input speed adjustments. During testing, I tried a variety of new and old hardware. So far, I've successfully made keybinds for four USB gamepads, four Hands on Throttle and Stick (HOTAS) units with a considerable amount of buttons, toggles switches, and hat switches, and two rudder pedals. Even three Thrustmaster MFD Cougars were recognized, though the in-game multi-function displays do not match up to them 1:1 like in Digital Combat Simulator at this time. Keep in mind that Project Skyscape's aircraft have fully-clickable cockpits that can be used with keyboard mouse controls, gamepads, joysticks, HOTAS, and VR touch controllers. Sometimes, parallels are drawn between Project Skyscape and VTOL VR, but physical controller support, customization, and the ability to use these same controls in either VR or desktop sets Project Skyscape apart from its virtual reality tailored contemporary. The seemingly simple gyroscope simulator won't be something listed on a sales page as a must-see feature. It's a training tool that primarily new players will spend a decent amount of time fine tuning their flight experience in while in a safe environment. But using the gyroscope as the first way for players to explore all control options within the game is a concept that only a first-person sandbox flight game could execute well. For more information and updates on this game, see its Steam store page, Youtube channel and Reddit community. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Vital and Versatile Heliborne Transports
I appreciate that Heliborne has not relegated flying transports to be anything more than a necessary burden. If there's one type of helicopter that's always underrated, it is the transport helicopter. This is especially true in military arcade flight games. Take a look back at decades of rotary-wing-centric titles, and you'll see that they're primarily about legendary attack helicopters or promising prototypes. If we're going by the "rule of cool," making a game about a high speed, maneuverable heli slinging missiles and rockets at treetop level is an easy choice. But there is a game that gives transports their chance to shine and become welcome force multipliers where attack helicopters are usually king. Heliborne is a military helicopter-focused arcade flight game that is well known for having solid co-op player vs. environment (co-op PVE) and player vs. player experience (PVP). Its roster of helicopters from the USA, USSR, China, Europe, and Russia are divided into three classes. Of them, the transport class is vital for the core gameplay of Heliborne. So much so that it's tough to win without them. With there being over 20 transport helicopters in the game, their usefulness inherently will impact a large part of the gameplay and the game's reception. In PVE, PVP, and single-player, at least half of the reoccurring objectives can realistically only be completed by transports. Objectives call for deploying dozens of infantry to far-flung locations, recovering shot down aircrews surrounded by enemies, and most importantly, interaction with outposts. In Heliborne, capturing and holding outposts is done by ferrying troops from the main base. Whether the landing zone is safe or under fire, transports land to deploy soldiers to operate them at full strength. As casualties accumulate through combat and control over the outposts weakens, additional troops are needed to reinforce and hold. Though the number of troops each transport can hold varies, transports are generally able to capture or reinforce more than one outpost at a time. While the clear downside of losing too many outposts is failing the mission, what is also lost is a secure forward area to operate from. The main base allows players to change their helicopter mid-game, rearm and repair, but it is located far from the frontline. Flying from the combat area to the main base takes a significant amount of time when allies are under attack. There are ammunition and repair crates in the main base that can be sling loaded by transports to forward positions. Carefully landing these crates into the defended landing zones provides allied attack, scout, and transport helicopters a faster means to repair and resupply than flying back to the main base every time. The crates can be destroyed by landing them improperly or destroyed by hostile forces. Placing the crates in allied landing zones is the most orthodox location, but skilled pilots can place them anywhere on the map. A clearing in the jungle, a secluded field, next to a river in a valley - so long as the crates and a helicopter can fit, it is an option. Related to this freedom of movement, transport helicopters can deploy three types of specialized infantry units almost anywhere. RPG soldiers bring rocket launchers with three rockets used for destroying enemy vehicles. Placing them near landing zones enhances their defenses, while landing them ahead of enemies on the move can provide an obstacle or ambush. Anti-air soldiers come equipped with Man-Portable Air Defense Systems (MANPAD) that target hostile helicopters. They are beneficial in player vs. player game modes for denying opposing forces access to certain areas. Finally, Mortar teams provide indirect fire support for scout class helicopters that use mortar observer equipment. Depending on the number of active units, their indirect fire alone is enough to clear landing zones and thin out waves of enemies. When out of ammo or destroyed by enemy fire, these units disappear and need to be redeployed as desired. The common weapons that transport helicopters on all sides of all generations carry are different flavors of machine guns, cannons, and rocket pods. By far, the most valuable weapon they carry is the door gunners. Hostile vehicles and defenses are easy to visually identify, but harder to see enemy soldiers in the terrain are not easy to spot while flying at higher speeds. Usually, a scout is needed to make smaller targets easily visible on the screens of all players by marking them with icons above their heads. Door gunners automatically and independently scan for and attack targets that are unseen even to the pilot. This makes door gunners both great defensive weapons and an easy way to direct allies onto hidden troops by letting them follow door gunner tracer fire. Manual control over the gunner positions can be taken as needed. While cannons and rockets are excellent for attacking soft targets and certain types of armored personnel carriers, it is safe to assume that most of the fighting columns of main battle tanks supported by anti-aircraft units will be done by attack helicopters. In Heliborne, there are plenty of 3rd and 4th generation transports that can equip anti-tank guided missiles like the AT-6 Spiral, AGM-114 Hellfire, and KD-9, for example. But when transport helicopters are employing ATGMs, remaining near the maximum range is best. Though there are specific assault transports, mainly the Hind family, that are represented well in Heliborne as the heavily armored troop transports they were designed to be, they have compromises made to achieve this balance, Such as the reduced number of troops they can be carried. Specific transports can even mount short-ranged air-to-air missiles like the R-60 and AIM-9, alongside MANPADs like Stingers and Iglas for worst-case scenarios. Still, again purpose-built attack helicopters are preferable for these situations. I appreciate that Heliborne has not relegated flying transports to be anything more than a necessary burden. Being able to deliver supplies, capture a landing zone, deploy various types of infantry and still be a part of the front line action makes flying transports a very satisfying experience. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- DCS World: Winning the Entire Mission in a Single Sortie?
Join a public Digital Combat Simulator player vs. environment (PvE) multiplayer server. Nine times out of ten, you'll be seeing F-16Cs carrying enough cluster munitions to make a B-52 blush, A-10s with more weapons than they have targets, and F/A-18Cs attempting to sink boats, bomb tanks, and outturn aircraft in one flight. It's so commonplace, seeing an aircraft accomplish a single objective with a reasonable loadout is uncommon. Why is that? Where is this need to win the war in a single sortie come from? This question has been on my mind for a long time. I can't help but wonder after having countless missions ruined by a marauding allied aircraft. The dreaded singleton operating in the blind carrying every weapon under the sun. After months of assuming it was just bravado and devil-may-care decisions from random players, I was forced to think about it one day. While flying 100nm back to base because my targets were destroyed minutes before I got in range. While staring at my four useless AGM-154 JSOWs since I had no targeting pod onboard, when I began thinking hard about why this happens so frequently. To the point where I formed an actual opinion. To my surprise, I found myself less annoyed (but still very annoyed!) and more understanding as to why this may keep happening. Open-Ended Design of Most PvE Servers As a combat simulator, DCS missions can become highly complex according to the mission planner's intentions and effort. To the point where specific aircraft and weapons are required, radio channels must be managed, flights have assignments, and a mission can take hours to complete. Very much in the style of community lead missions Spudknocker and the Grim Reapers post on their YouTube channels. Very realistic combat scenarios can be created. But for the most part, public PVE servers are designed to be open-ended experiences that forgo many restrictive mission parameters. These missions are designed to allow anyone in any aircraft to show up and fly as they please. With loose objectives, uncontrolled radio channels, and other mission parameters left up to the players. Any target is on the table as long as you can get there first. Unlimited Resources, Unrestricted Ambition Related to public PvE server mission design, they usually have access to unlimited resources and unlimited aircraft. Both from the primary airfields players spawn from and/or the captured airfields along the way. While having every resource available sounds ideal, having no limits in the simulator also changes players' mindset in preparing for combat. This is why the previously mentioned overloaded aircraft is almost a standard in public PVE. The only thing holding them back is the capability of their enemies, how many weapons and aircraft can load, and the distances they must fly. But even though an aircraft can load tons of munitions, it's not necessarily because they are meant to complete multiple missions in one flight. Expending most of your fuel and weapons on the primary objective then wandering the battlefield looking for any enemy that appears isn't the wisest of choices. All that added drag and weight from weapons being lugged around the battlefield while searching for extra trouble has gotten more than a few overly confident players shot down. And yet, the practice of flying dozens of miles to strike a target then meander off to chase bandits or seek out new areas of operations is a part of the collective mental image of a public PvE server is. In settings where players can have anything they want and fly as they please, over-extending and trying to do too much at once is commonplace. Going it Alone Digging deeper, this urge to try and single-handedly defeat a small army also comes from how the player views themself as flying solo. While public PVE servers can get packed with dozens of players, a high level of pre-mission planning and mid-mission communication between all players is uncommon. Even with all those people around, no communication essentially means they are essentially on their own. It's only with allies you can talk or text with that coordinated operations can be effectively run. Feeling as though they are on their own, they prioritize their own objectives without consulting others, causing the overlap in target selection. This is how a flight of aircraft's well-thought-out attack can be derailed by another pilot's final yolo rush. Time Limits Finally, the amount of time needed to complete the mission or objective is a factor. The average PvE Digital Combat Simulator sortie takes at least an hour to finish, but not everyone always has a few free hours set aside. A single flight may be all that their schedule allows for. Those players are attempting to maximize the potential number of targets destroyed in the one sortie they may fly for the day. Final Thoughts Now, I'm not saying PvE servers need to change the way they operate or that they're bad experiences. I often find myself flying online in PvE scenarios more than anything else. So, while this is clearly not a grand scheme to troll others by disrupting their missions, it doesn't change the fact that it's rather inconvenient. I think I can better understand why the solo players operate the way they do... but at least slow down a bit, type in chat and try to coordinate! Haha! About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- The Brew Barons (Demo): First Impression
Launching from the dawn-soaked sea as night turns to day, with a fresh batch of brews in the cargo hold and distant islands holding unknown potential... this is what "adventure" is, isn't it? Somewhere between the regional airline flights and dodging surface-to-air missiles, the sense of story-like adventure is often missing. There is a shortlist of old and bold titles that dared to fly out of the familiar air corridors of the aviation genre. The Brew Barons from Lifetap Studios feels like it is of the same vein. My first impression of this game comes after roughly 14 combined hours of gameplay between myself and Santiago "Cubeboy" Cuberos, a second member from Skyward Flight Media. We played both the February 2022 demo featured at Steam Next Fest 2022 and the non-time limited December 2021 closed alpha demo. SETTING AND STORY The Brew Barons puts anyone familiar with flight games into an unusual situation from the start. It begins in a broken down, wingless seaplane that must be slowly floated through a beautiful seaside town to its new home. Starting a flying game without any flying indeed resets expectations coming into the story. The scenic archipelago provides a memorable backdrop for the story and gameplay. Every island looks like it could be part of a resort, looking equally beautiful during its shortened day and night cycle. The ambient life - cars driving, people walking along walkways, planes flying through the air, boats sailing - further adds to the setting. With the level of technology inspired by the 1930s with some influences from Hayao Miyazaki's Porco Rosso, the propeller-driven seaplanes can show off their full capabilities. Being able to land anywhere there is enough water drives home the sense of adventure. While there were some minor references about things happening in North America, there isn't enough to fully explain what's happening in the grand scheme of things - which is fine. What matters the most is the immediate task at hand: founding a brewing enterprise successful enough to run an organization of dastardly pirates out of business and out of the region. TUTORIAL It should be noted that the tutorial is actually pretty long. There is a decent amount of content to learn before the player truly knows all the essential parts of the game. Players are walked through the controls and most of the game mechanics while meeting the first characters of the story and potential customers. Learning how to brew, repair the aircraft, buy upgrades, open a bar, design that bar, bottling your first product, and load up the bar for its first customers; the tutorial doesn't really end until the first brewing contract is completed. Fortunately, all ingredients, contracts, and money earned during the tutorial are retained by its end, making it worth the time. AIRCRAFT AND FLIGHT Flight can be summarized as a toned-down flight arcade model. The flight model is physics-based, with certain values tuned to make gameplay enjoyable. For example, while crashing an aircraft is still possible, the player either respawns back in their hangar with the damaged aircraft to begin repairs. A quick reset to an air restart is permitted if the aircraft accidentally touches down on land. But the planes are still represented as prop-driven aircraft. Zoom climbing thousands of feet in a few seconds, 9G turns, and high-speed sustained flight is not an option. When gathering certain materials needed for brewing, planning a low flying pass incorrectly is even more deadly than anything the pirates could throw at you. While water landings are frequent, landing at speeds that are too high or descending into the water too quickly can cause damage to the aircraft. Even somewhat rough landings may not cause a wing to fall off, but the damage will accumulate, causing frequent repairs. Players quickly learn the limitations of their aircraft, even with performance-boosting upgrades. Speaking of which, there are eight categories for upgrades and customizations: fuselage, wings, pontoons, engines, propellers, equipment, ornaments, and paint. Changes in engine performance, maneuverability, high altitude performance, increased ingredient gathering abilities, and new gadgets. The parts can be purchased, built from recovered blueprints, and salvaged from the ocean. THE BUSINESS ELEMENT One of this game's most unusual and appealing aspects is running a business. The three branches of the business element are: ingredient gathering, brewing, fulfilling contracts, and managing your own bar. Ingredient gathering has been gameified enough so that players can use their aircraft to fly through wheat fields using their propeller to chop up wheat. Grapes, honey, apples, potatoes, and other ingredients can be gathered by firing high-powered water guns to knock their ingredients into the air for gathering. Back in the brewery, existing recipes and newly acquired recipes offer a guide for types of drinks that can be created, but the player is free to try concocting anything they can think of. I made a few original recipes that were horrendous, but sometimes I got lucky enough to make a real keeper! All drinks can either be discarded or packaged in customizable bottles to either be delivered to customers or stocked in the player's own bar. Contracts are very straightforward. Flying from island to island has the chance to find new seaside towns with bars that are open to business with a new supplier. They provide contracts for specific drinks in certain quantities and of certain qualities. Brewing those products and delivering them on time and to specification is a way to preserve contracts and keep the player's income stream strong. The player's bar can be customized in different themes, floor plans, wall types, floor types, wood stain, metal stain, chair type, stool type - heck, even smoking and not smoking. Patrons enter the player's bar with new insights into the local culture, story-related information, and other encounters. The patrons will be ordering any drink players keep stocked. While it is somewhat difficult to reach this level in the timed February 2022 demo, the longer play sessions from the 2021 closed alpha permitted me to get to a point where I had a thriving bar and brewery stocked with my own products. This allowed me to spend most of my time exploring and pursuing the story with income passively coming in. I still made it a point to visit other towns and fulfill contracts to further expand my business area as that advances the goal of running those pirates out of town, but the sense of urgency to constantly run multiple brewing contacts at once from customers was very low. I was very concerned that the business element of this game would weigh down the gameplay and player's choices so much there would not be a way to effectively pursue the story. This was not the case. For those not used to business management, it sounds a bit daunting, but it's simplified enough to where after brewing your first drink, the system to brew everything else is the same, with the only difference being ingredients and the number of ingredients used per recipe. COMBAT Of course, the pirates aren't going to take being removed from their self-proclaimed territory without intimidation and combat. Rather than weapons, players will be combating them with non-lethal tools like high-powered water cannons to damage their aircraft and even water rockets. But the focus is on disabling the plane and not killing the pirates wholesale. Combat, when it appears, is still exciting, but this conscious decision from the game developer maintains the overall fun feeling of the experience without taking it to a dark place. A respectable decision. ADVENTURE ASPECTS Beyond the business and tense standoffs, exploring the islands has a lot of extras with it. Listing them off as bullet points may be the easiest way to summarize it: Water landings allow players to sleep on the water for many hours to recover pilot fatigue; no need to return to headquarters all the time. Pilots can also be switched and emergency services like refueling and towing are available. Salvaging sunken ship wreckage with an aircraft-mounted wench allows for recovery of equipment, blueprints, brewing recipes, new ingredients, crates of money, and more. Fishing for sealife to add to recipes. Finding new land-based ingredients only available on certain islands. Finding new towns, shipyards, and other places. Discover notable locations that come with snippets of lore that help expand the player's understanding of the world. CONTROLS, CAMERAS, FIXES Since the closed alpha demo, one of the most prominent problems was in the tutorial. It would occasionally bug itself, making it almost impossible to complete the tutorial, requiring a restart from the beginning. This is something I had happen to me as well. However, I've yet to have this happen to me during a few playthroughs of the February 2022 demo, where I intentionally did the tutorial to see if it would break. Do note that there are comments on social media and elsewhere saying this still happens occasionally. The default camera of The Brew Barons fits perfectly for this game. For reference, I'll call it the Cinematic camera. It focuses on the horizon and provides easy sweeping views needed to see the lay of the land, coordinate turns for landing or ingredient gathering, and generally take in the scenery. However, this camera was not that great in times of combat or when sharp vertical maneuvers were needed. Maintaining a visual of where the aircraft was going became very difficult. After receiving feedback, the developer added a second camera option toggled with a button press that slowly repositions and locks the camera directly behind the aircraft, giving it the familiar third-person view seen in most flight arcade games. Control-wise, I think that this game is better off with either a gamepad or keyboard and mouse controls. As I've mostly flown with a gamepad, I'll focus on that. The default controls for gamepads are undeniably a bit odd. Some functions are bound to rather unusual buttons - this has been a sticking point for some people. A more refined default gamepad layout would be beneficial here, but everything can be rebound to the player's liking. I advocate for always setting control bindings before ever playing a game, so I may be biased in that aspect. Some parts of the control setting menu may need to be reworded, but this is overall minor. Flight sticks or Hands-On Throttle And Stick (HOTAS) controllers do work, but only devices that use a single USB are recognized. According to the developer, advanced HOTAS with multiple USBs are currently being researched to get working. This also applies to players attempting to use rudder pedals, HOTAS, and head tracking simultaneously. In my opinion, not a huge deal since the overall experience was better using a gamepad than when I was using a Logitech X52 or a Thrustmaster T.Flight 4. CONCLUSION With its mix of arcade flight action, approachable business management, an adventurous story, and a fine balance of gamification, there are genuinely not that many titles out there that can match this game's unique energy. I've genuinely had a fun time with this demo, primarily because of how far off of the beaten path it is. The creativeness of what the developer is doing with this title is wonderful. I do recommend trying the time-limited February 2022 demo a few times. Just to play the tutorial, play while skipping the tutorial to explore and another tutorial-skipped playthrough to focus on the business management aspects. For those interested, the Kickstarter campaign is active until March 12th, 2022 with the public demo still available as long as the Kickstarter is active. Our interview with the team developing The Brew Barons is also available for further information. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
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