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.