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Superhornet Peview - By Mark "Frugal" Bush

It's always hard doing previews based on beta versions of a game as the version you are working from invariably has bugs or incomplete features that ideally will not be present in the final game. I will try to skirt round these type of problems and only talk about the things that are currently working or finished.

Graphics
On the whole Super Hornet is a very nice looking sim. The Aircraft are well modelled and detailed. The terrain can look a little bland in places due to the micro texture system that DI have used. In some ways this looks like old technology compared to many of the current sims. It's big advantage though is that it is scaleable and so even people with lower end systems should still get a good looking sim that runs well. The feeling of speed down low is pretty good too.

Where Super Hornet's graphics really excel is in the sky. Super Hornet has some really nice sky and cloud effects. Add to that dynamic weather and things are looking pretty good. Thunder storms at night can be awesome with flashes of lightening adding to the atmosphere. You can see the rain coming down, but you won't see rain drops splashing on your canopy. But rather a sort of particle effect that I suspect is fairly realistic. The sky can look pretty spectacular at sunset and dawn with some great use of colour. The carrier and any other Sea traffic looks good leaving a wake in it's path. Buildings and ground vehicles are decent and are pretty easy to pick out against the terrain.


Avionics
Super Hornet does a great job with the complex avionics suite of this modern electronic jet. DI have done a very good job of modelling the real APG-73 radar and have included 11of it's modes and sub modes. The air to air radar modes are particularly well covered with 8 of those 11 included radar modes being specific to A2A. The remaining 3 are A2G modes which are well done. The MCPD (multi purpose colour display) is also very well modelled and combines the symbology of a Horizontal Situation Indicator (HSI) with a rendered geographical display. FLIR (Forward Looking Infra Red is also well modelled as is the Threat warning system. This is definitely a hard core avionics suite and it can take a while to get your head round all those modes.

Flight Model

The flight model feels pretty solid. There were a few areas where I felt I was able to accelerate too fast but other than that it felt pretty good. Weight and drag is definitely playing it's part and you can bleed off a lot of speed pretty quickly in tight turns. Just like the real jet it is difficult (but not impossible) to depart into a spin. I had some real fun getting the F18 into a spin then following the arrows on the DDI from the spin recovery mode telling me which way to push the stick to correct the spin. The Spin Recovery Display appears automatically on both DDI's if the Indicated Airspeed drops below 121 knots and the yaw rate exceeds 15 degrees per second. The displays advise the pilot which way to apply lateral control input in order to recover from the spin.


Views
There are certainly plenty of views available in Super Hornet. The click-able 2D cockpit is really impressive with practically every button click-able, nearly every switch switch-able and almost every dial twistable. It will even let you pan slightly. The 3D cockpit is very detailed and pans smoothly with the mouse. Instead of the normal padlock mode there is a head-lock mode. This does the same job as padlock with the addition of an aiming reticle which is superimposed over the target showing its distance from your aircraft, together with an aspect carat indicating the relative bearing. A data box is placed at the top of your view at such times when your complete Head Up Display comes close to moving off-screen. This is pretty good, my only gripe being a lack of any lift lines or cockpit reflections to aid SA. All of the usual external and target views are also available.

Artificial Intelligence
The enemy AI is a mixed bag. When they are at BVR they neither seem to be too interested in engaging you nor avoiding your missiles. They will drop the occasional countermeasure but on the whole seem to be quite interested in taking a very close look at your slammers. I hope this is improved in the final game. Get close enough however and they are on you like flies on sh*t. At this point they will give you the fight of your life and are very difficult to shake from your six (possibly too difficult). I am not sure if they are being subjected to the same forces of G, weight and drag though as their ability to stick to your tail through high g maneuvers is un-nerving.

Wingman AI still needs a lot of work as at the moment, they blindly fly their flight plan without making any attempt to stay on your wing. You can order them back onto your wing but most of the time they do their thing and you do yours. They are reasonably competent at hitting targets etc but their lack of willingness to remain in formation has led to me spending most of my missions flying solo.


Carrier Ops
The carrier ops in Super Hornet are really well done. On launching, the carrier deck is a hive of activity. There are lots of other Hornets launching and preparing to launch. You are directed onto the CAT by various flight deck crew all wearing their distinctively coloured jackets. Once onto the CAT the blast deflector rises behind you. When you are given the clear to launch just go to full AB, release the Cat and you are away, exhilarating stuff. Most of this is little more than a gimmick in my opinion, but it is good and you can have great fun sucking crewmen into your engines. Just don't try to launch with a man inside your engine as you will invariably land in the drink :)

Landings are equally good. The Fresnel Lens Optical Landing System has been modelled and there is a fully functional LSO (Landing Signal Officer). The Carrier is moving forward during landing but there is no pitching or rolling. This certainly doesn't detract from the white knuckle nature of landings though. I must admit each landing has given me an adrenalin rush. For those that don't feel up to a manual landing there is the option for a fully automatic landing.


Conclusion
This looks like a pretty competent sim. Considering that it is unfinished at this stage (this preview copy is from September) it has a lot going in its favour. Personally I did notice the lack of a dynamic campaign. The missions have a dynamic element to them so this need not be too big a problem for most people. If you want carrier ops then you will almost certainly like Super Hornet.

Frugal

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