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Search And Rescue 2 Review - By William "BBall" Ball Page 1 of 2

"Search and Rescue (SAR) is one of the Coast Guard's oldest missions. Minimizing the loss of life, injury, property damage or loss by rendering aid to persons in distress …has always been a Coast Guard priority." Coast Guard SAR homepage.
"Mayday, mayday, mayday…." Those words are spine chilling and terrifying to anyone that's ever heard them uttered in real life. To quote the Airman's Information Manual-Pilot/Controller Glossary: "MAYDAY: The international radiotelephony distress signal. When repeated three times, it indicates imminent and grave danger, and that immediate assistance is requested." In the vernacular of the moment…the shit has just hit the fan. I've heard it used, and I've actually said it myself a time or two in the last twenty-seven years. Not good, and whether you're talking in the air, or on the sea, the folks that come to your assistance are heroes…period.


With all that said, why not make a flight sim that models this benevolent behavior? Why do most all of the rotorcraft sims model the down and dirty, armed to the teeth, metal and noise, killing machines? I can't answer the last question (any psychologists present?), but I can tell you that a Scandinavian company answered the first one…and they did it the first time back in 1997. It was called Search and Rescue, and it was from an outfit by the name of InterActive Vision A/S. This will be the second in the series (hence the 2 in the title). The first was pretty ambitious, modeling twelve (that's right, I said 12) different helicopters in the SAR environment. They were as diverse as the twin rotor CH 47 Chinook, to the almost gnat like (in comparison) Hughes MD 500. Although by today's visual standards, it looks a bit "arcady"; it was fun and at times very challenging. SAR2 aims to capture that audience once again, and has been on the store shelves in Europe for several weeks (U.S. release in October I've been told).

O.K., enough background, let's ask the questions that need to be asked. What do we get for our hard earned money here? How many helo types, where will I fly, what kind of missions, does it model stinky weather, and will it fit into the "hard core" cubby hole of rotorcraft flight sims? All of these I'll answer in a minute. However, I guess the biggest question for me (and you) might be; "Why should I (a military helo enthusiast) care about flying around saving people and property? Why not leave that to the "do gooders", my thing is putting steel on target…you know, making things into junk." Well, I guess the only way to answer that question is to fly it, eh?

I always seem to start by getting into the documents. I guess that comes from attending too many aircraft ground schools. After all, we end up doing the "book" thing for weeks sometime before we actually strap on the airplane (or simulator), so I guess I'm just a creature of habit. Opening the box, out fell the manual, the keycard, and the CD (maybe a registration thingy or two, but I always ignore those). The manual is neither large and "hard core" looking, nor is it a little wimpy thing that looks like it belongs with the "Barbie's Riding Club" game. It's 55 or so softbound pages of generally good information. It's a bit dis-jointed, but find me a manual that's not.

It talks you through "Getting Started", meaning what the system requirements are, how to use the auto-play function of the CD (man, if you're having trouble doing that, then maybe you should take up gardening), and then it gives you a couple of pages under the heading "Quick start flight manual". The intention here is to get your rear-end in the air as soon as possible. I'm not a "Quick Start" kinda guy I guess. I've never been big on jumping in "feet first" without a little preparation, but I guess that's just me.


Back to the manual. The next area to occupy plenty of print concerns the menus and/or screens involved. It makes a good effort explaining how to navigate around the different menus, and there are several of them. Next it presents you with an area called, "During a mission", which basically explains the gameplay and the in-flight part of SAR2. These break down into explanations of the camera angles (lots of them…ie, directly above, directly below, etc), and how both the missions and a campaign should "flow". In the section called "Flight Area", it details how the sim uses 10 small landscapes (20 X 20 Km) to cover the action; thus allowing for lots of ground detail. To get around the fact that most missions start in one area and "rescue" in another, the designers threw in an ingenious little thing called "Time Jump". You can either activate it yourself with the "L" key (three parameters must be met first: flying faster than 40 KIAS, the next waypoint is in another area, and you're facing in that general direction), or once approaching the edge of the area you are currently flying in, you will be given a "verbal" warning that you need to time jump, and if you ignore it…it does it for you. I found I really liked this a lot. The first time I read a mission briefing that included the flight time as "106 minutes", I almost feinted. "You mean I have to sit here and watch the world go by for 30 minutes before and after the actual rescue? Not this cowboy. Time jump is cool; try it, you'll like it.

Next we find ourselves in a section outlining the ins and outs of "USCG Procedures". It's packed with some good info on all the different types of missions you'll be finding yourself performing. And since we're talking about them, here they are: Land and pickup using stretcher / Land and deliver / Land on object and deliver / Direct hoist deployment of RS (rescue swimmer) / Radio inspection (no, you're not at Radio Shack looking over the new boom-boxes…you are inspecting vessels for the U.S. Customs, then radioing them with your findings) / Hoist object up from target / Hoist object down to target / Free fall or sling deployment / and finally, Free flight. Fairly detailed stuff here, good reading.

After spending a page giving you technical data about the HH-65, you move on to the bread and butter areas of actually flying the machine. They are called: "In the cockpit" (explanations of the gauges, etc.) "Basic Helicopter Aerodynamics", "Flying the Dolphin", "Navigation", "Flying in the Arcade Mode" (yes, it has one) and "Flying without the AFCS" (automatic flight control system). Finally, we finish with "Trouble Shooting", "Glossary" and "Credits". The whole enchilada can be read and digested in about the time it takes to consume one or three "good" beers. Not tons of stuff to learn like weapons, radar modes, tactics, etc., and I found that a bit refreshing. Again, it's not a great manual, but it's not awful….like most every flight sim manual… it's somewhere in between.


Let's throw in the CD and see what we got here. At the Main Menu, you'll find four areas to choose from (plus of course, the required "Quit" selection). They are Single Mission, Campaign, Options and Helicopter Info. Let's start with the easiest one to navigate (because there is no navigation), and that would be the Helicopter Info. Just one screen of technical information regarding the HH-65 Dauphin. Which, by the way, answers one of the questions from above. As a flight crewmember for the United States Coast Guard, you'll be handed the keys to only one type of machine…the Aerospatiale/Eurocopter HH-65 Dauphin (or as they call it here, the Dolphin). Once you click on this page, you get a cool little 3-D HH-65 spinning around while you read about it's Max Gross Weight, Max Hoist Weight, Max Range…etc. (again, you get this info in the manual also).

At the Options menu, you can configure three things…Graphics, Sound and Control. You don't do the Video Card, screen resolution, etc at the Graphics screen, you just set the sliders for things like Landscape Detail, Object Distance, Tree Detail, Building Density and basic "on/off" selections for Lens Flare and Poles. So where do you select the vid. card, screen resolution and color depth? You do it EVERY time the simulation loads. The first thing you are going to see every time you run this software is the "Start Up Box". Here you make the above selections (plus you have the ubiquitous Install Direct X 7, and Uninstall Game buttons); you make them, and that's it for all eternity, right? Well, not so fast. It seems that ALMOST every time I loaded this to run, I had to RESET the color depth, screen resolution, and video card choice to my liking (it shows the default 600 X 800, 16 bps, etc settings)….not the end of the world, but a true pain in the ass.

At the Sound arena, you can adjust the volume for Voice, Sfx and Music. Pay attention to the Voice setting, for this becomes pretty important once in the cockpit. You'll be hearing the Co-Pilot, and/or Flight Mechanic in the cabin, tell you things you'll need to know, i.e., don't leave the rescue area until the F/O tells you "ready for forward flight", or don't get set to lower the rescue device until you hear from the Flt. Mechanic "deploy basket/sling/litter" (he'll inform you which one to use), and if you deploy the wrong device, the rescue won't take place.

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