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Lock
On - Modern Air Combat was the long awaited sequel to Flanker 2.0. In
many ways it can be considered to be Flanker 3.0 as in many aspects it's
the same product, with the same theatre, almost the same plane set, and
many of the same issues. Flanker 2.0 went through a long after retail
patching process, which never fully completed some of the simulations
features, especially the multiplayer aspect. Will or intent is never the
question. It all comes down to one thing.
Development
costs money - and this is a large reason LOMAC is the way it is.
In
the real world those funding development are unlikely to give much extra
time to patch after release. Their product is out, the investors have
received the majority of the return they are to expect. Any extra costs
are monies the investor would prefer to keep.
LOMAC
- the past 18 months
Just
after the release of the demo I was approached by one of the beta testers,
and asked my opinion of it. I gave it and we started what became an interesting
relationship. He would discuss issues the beta testers had been experiencing
with me and I would throw a few suggestions out of possible causes. We
discussed the sound engine problems, as well as the nforce chipset multiplayer
issues. He mentioned that even though he considered the problems serious,
a culture of 'it's better than it used to be, it'll have to be good enough'
was pervasive, and popped up it's ugly head a few times later.
This was clearly not acceptable from a consumer's perspective and with
his information I began asking questions of the developer on the official
forums that would eventually allow me to steer the conversation to the
real subject and allow the developer to see how the consumers felt about
the issues - without the consumers being aware that these issues existed.
In this task I had the assistance of a few close simming friends who were
aware of what was happening, my source of information, what the information
was, and what was being done.
With LOMAC development running very late and publisher patience running
out, the 'it's good enough, we'll worry about it later' mentality is understandable,
if not excusable. If the community found it unacceptable, with the publisher
off their backs ED could always take care of it during the after release
patching they were contractually obliged to perform. Unfortunately they
severely underestimated how big a task that was.
In
the days immediately proceeding the retail release it became apparent
that LOMAC was not a finished product. Analysis of multiplayer performance
showed that the net code was barely functional - placeholder code that
would be patched later - as it was - selection of bandwidth settings had
no result at all, with communications choking resulting in warping and
other oddities that made the sim unplayable. The game's AI would ignore
it's tasks and engage enemies there was no way it should logically know
about. Framerates dropped to a crawl when any effects were present, and
when coupled with a sound engine that struggled with multiple sounds being
played at once - anything other than airquake or very simple missions
with a half dozen entities became a slideshow, as well as a warpfest.
Mixing owners of motherboards with nforce chipsets with others resulted
in unplayable warping. With the christmas rush LOMAC had to be released,
ready or not.
Upon release,
LOMAC reached a new level. It did not even run AT
ALL on windows 9x systems - contrary to the system specifications on the
box. A patch was hurriedly released that fixed the issue, but broke other
things.
The
result was a lot of anger directed at the developers and the publisher.
For months prior to release the marketing machine had posted movies and
screenshots that showed off LOMAC's best aspect, it's beautiful graphics.
Information on features or functionality was very thin even until release
despite requests from the community. It may simply have been that no information
was released simply because those portions hadn't yet been completed.
A demo was released that was very limited. There were no full missions
and no multiplayer. If either had been included they would have highlighted
just how bad a shape the simulation was in.
Consumer
anger was met with thuggery from 'fanbois' who were blind to the issues
and were unwavering in their support of the developer. Before long the
blame game was being played with many explanations being offered by various
parties and downright hear, see and speak no evil by the fanbois. Even
now, those fanbois have been forced to agree there are big problems with
the simulation - even if they can't do so gracefully. Their last resort
is 'Falcon4 was just as bad'. Yeah Falcon was bad, your point is?
Yet
many missed the point altogether. Difficulties experienced by the developer
or pressure from the publisher may explain WHY the product is broken,
but does not excuse it.
More
and more things started to get noticed, and before long consumers were
told not to worry, Eagle Dynamics have all intentions of patching the
simulation up. The consumer community began it's own testing with volunteers
who began to find and isolate issues. Some beta testers began to enter
forums where these issues were being discussed adding their information
and explaining that many of these bugs were known pre-release, earning
a rebuke from the producer for not helping the situation.
One
of the beta testers posted that there was a 12 month agreement between
the publisher and the developer for all serious bugs to be fixed. This
went a long way mollifying consumers. When this was questioned prior to
the 12 month agreement being up the official response was that this agreement
never existed, or that an agreement between developer and publisher had
been reached. Good news for the developer as they could get on with another
retail product that may result in some income, but bad news for consumers
who were left with literally hundreds of bugs to be worked around or ignored.
Post
release ED produced two patches that addressed many issues, one serious
memory leak that was deemed unfixable by the producer was fixed after
the publisher's intervention. The simulation went from unplayable to playable,
though far from fixed. As of today, nothing has changed.
After
the 1.02 patch was released, the squad I had formed purely for LOMAC with
over 30 members who ate, drank and breathed lomac prior to release shelved
the simulation, removed it from their hard drives, and played something
else. With countless hours spent tweaking, testing, mission designing
and doing the groundwork for an online squad vs squad LOMAC league we
all gave up and decided that at the moment, it wasn't going to work.
If
anything is clear, the development of LOMAC was a nightmare for all involved,
developer, publisher and consumer. The publisher went as far as to say
they were getting out of the 'geek game business'.
14
months after release - with an expansion on the way - is where this review
begins.
LOMAC
- as it is NOW
With
the flaming cliffs expansion to be released shortly, the time is right
to show where LOMAC is at the moment, it's good and it's bad. A seperate
flaming cliffs review will be done as soon as possible, but would be meaningless
without having a baseline to judge it's improvements upon.
Features:
directly
from the game's official website:
- Eight
flyable aircraft, two US and five Russian, and one German (A-10A Warthog,
F-15C Eagle, Su-27 Flanker B, MiG-29 Fulcrum A, MiG-29 Fulcrum C, Su-25
Frogfoot, Su-33 Flanker D, and German MiG-29).
- The
Black Sea region, which includes the Crimean peninsula and the eastern
Caucuses, is the setting for the hypothetical, present day air conflict.
- Stunning
3D objects and terrain create the best looking world ever created for
a flight simulation. Everything from aircraft, to tanks, to buildings,
are recreated in unmatched detail. An incredibly detailed area with
dynamic lighting effects featuring, more than 180,000 buildings, 50,000,000
trees, 21 cities, 1,700 towns and villages, 500 bridges, 18 airfields
and 8 naval bases.
- Realistic
sound effects and audio environment that includes communication with
wingmen, AWACS, tankers, and tower/approach controllers.
- A
range of player missions including training, quick start, fast battle
planner, and at least 36 individual missions, each with its own background
and story.
- Multiplayer
for up to 32 players via LAN or at least six over the internet, go head-to-head
or take part in cooperative missions.
- Scalable
realism and difficulty levels for the beginner and expert pilot are
included. For example, options for extra-powerful engines, anti-spin
control and easy landings make it more accessible for beginners. For
the advanced flight enthusiasts there will be ultra accurate rates of
acceleration, fuel consumption flight range and others. Even the famous
"cobra" move will be possible in the Su-27, Su-33 and Mig-29 aircraft.
Installation:
Upon
inserting the installation CD you are presented with a splashscreen. Upon
selection of install, you are presented with the usual 'it's ours, can't
copy it' type license agreement. One thing that caught my eye was the
'It is not permitted: to create or distribute unauthorised levels and/or
scenarios'. O..K... One thing to keep in mind is that in many countries,
you are legally entitled to create a single backup copy of the installation
media - obviously these local laws overrule any license agreement stipulations.
After
the installation is complete you are prompted to install the ubi game
service, followed by registration. Installation is processed using a standard
installshield installer and is painless. After install I download and
run the 38 megabyte LockOnPatch100to102.exe, which patches the game to
the current official release version very quickly with no fuss. After
the patch I check the version number on the executable and find that it
is 1,0,0,1. A minor thing but it would be nice for the game's executable
to reflect the 'version' of the game in it's metafile info.
Before
launching I read through the readme file, there's quite a bit of manual
erata (inclusion of an updated pdf manual would have been nice). There's
a few things about graphical settings, defrag, firewalls, virus scanners
etc. Two suggestions stick out, use 16 bit color and if you are having
sound issues turn down the directx sound acceleration.
First
Impressions:
Once
the sim is launched, you are presented with a collage of eagle pictures
supplied to ED and after a very short loading time, to the main interface.
One of the things that stands out in this sim is the artwork. You are
blasted with sirens and engine noises, followed by radio chatter in russian
and english.
Interface:
The main interface is uncluttered, with a selection of twice labelled
buttons (3-4 characters imprinted on each button, plus accompanying label
besides each) - the second labelling is a necessary touch as the use of
three characters is insufficient to adequately convey what a button's
function is until you are familiarised with it.
It
takes a moment to find the version number of the simulation, as it is
sitting in a cluttered area of the screen rather than prominently displayed
where it is easily visible. It's small things like this that differentiate
between a good interface, and a superb interface.
Graphics
configuration: I configure the graphics resolution to match that of
my flatpanel. Fortunately a resolution of 1280x1024 is available. I immediately
notice that the graphics color depths is set to 32bit, even though the
readme suggests using 16bit, which I switch to. I switch between low,
medium and high setting buttons a bit and then decide to go back to default.
It's then that I immediately note that the 'scenes' setting doesn't default
to default, but stays as set by the prior button.
Control
configuration: Next step is to configure the controls, and here is
where the interface design begins to tumble downhill.
The
controls interface is a mess. Something as complex as a simulation requires
a well designed interface with a planned workflow at minimum.
One
very dubious feature of the control assignments interface is the ability
to bind keystrokes to functions dependant on what 'mode' your aircraft
is in. There are 8 'modes' you can be in, and about 10 pages of controls
per mode that you can configure. The controls are however identical. There
is absolutely no value in allowing a user to bind a key for a function
to other keys for anything less than all modes. For example. If 'G' is
for landing gear in NAV mode, why give the user the option to make 'L'
the landing gear if they are in GRID mode? This fragments your control
structure, adds another level of workload for the pilot (needing to remember
disparate keys dependant on mode, and further complicating keyboard layout
displays) and just makes configuration more complicated.
There
is an 'all modes' selection you can use to assign keystrokes to the same
function across all modes - this should have been the only selection available
whilst programming keystrokes. The idea however actually has a use when
applied to joystick buttons, though it's redundant for anyone who owns
controllers that have 'modes' built in such as Cougar, CH or Saitek HOTAS
controllers.
The
default axis bindings are puzzling to say the least, and I doubt the default
bindings are useful for anyone. Setting an axis for the left engine whilst
not setting an axis for the right is guaranteed to be unhelpful to everyboy.
If you are going to bind a control for one engine, you must ensure you've
bound something for the other. If not, don't bind either.
Each
axis is further modifiable by using curves. This is an excellent feature
that assists greatly in keeping your aircraft controllable. Unfortunately
if you bind a new controller axis to the game axis you lose the curves
and it switches to a slider mode, requiring you to change it back from
slider to axis and put the curve back in. Just extra unnecessary work.
Difficulty
settings: Quite easy to setup, nothing much to worry about here.
Training
section:
The simulation includes comprehensive training missions to teach you
the basics that do a very good job. Instructions are displayed in text,
a mouse pointer is used to hightlight features being discussed. Recorded
voice would have been an excellent addition but the text does the job
well.
Mission
Editor:
The
mission editor is fully functional, but very very awkward and unpolished.
For example - Say you want to make a mission for yourself and a couple
of your buddies and wish to fly in the same flight. In the mission editors
of other simulations you create the flight and set the number of aircraft,
outfit the flight with weapons, set the flight's waypoints and that's
about it. In LOMAC - you need to do everything again for every human pilot.
With 4 players, you multiply the workload by 4.
Further
annoyances include things like:
- Flight
creation - if you create a flight of F-15's, and then select a task
for it, if the aircraft cannot perform that task, the mission editor
changes the aircraft to one that will. If there were multiple aircraft
in the flight who's task you are selecting, and that task cannot be
done the mission editor not only changed the airframe, it may also change
the number of aircraft in flight, requiring you to change the aircraft
and alter the flight size back to what you wanted. A simple fix would
have been to only display tasks that the aircraft can perform.
- Loadout
system: The easy way - there is an easy way to assign weapons to
your aircraft, if you do select a task for a flight, you can select
from a list of 'filtered' loadouts. This small mercy allows the less
masochistic a way of getting weapons on their aircraft.
- Loadout
system: The hard way - You are required to assign a payload to any
aircraft you add to the mission. One lacking feature is having a default
loadout applied to the aircraft dependant on aircraft type and task.
Further frustration is provided in the steps required to loadout the
aircraft. You may select weapon types, weapon, and pylons, yet there
is no way of putting these items on the aircraft. Until - that is, you
click on the 'NEW' button on the left to create a loadout profile. I
can see no point of giving the user the ability to select weapons and
hardpoint if they can't complete the task.
Once you have guessed that you need to hit the 'NEW' button, you may
then proceed to select the pylon by pressing right to move the cursors
highlighting the selected pylon left, or left to move it right. A simple
thing would be to have had the pylons numbered 1 to (n), left to right,
to match the pylon selection number being displayed above the pylon
selection button. There's no way to select a pylon directly by clicking
on it, so you are required to use as many as 11 mouse clicks just to
select the pylon you want, then select the type of weapon you want,
then select the weapon you want, then click add. Once you have done
this, sometimes you can save them for use with the 'easy way', as for
some reason the save box ignores the text you've typed in and returns
it to whatever was there last time.
A simple method would have been to simply use an approach similar to
Falcon4, a matrix of weapons crossed with hardpoints that allowed you
to click the square that added that weapon. Mousewheel to scroll the
list, click on the pylon. 2 actions MAXIMUM required to load any one
hardpoint with any weapon. Following the old 'never require more than
3 actions to perform a single task' design philosophy, you would still
have one action left over to further break down the list of muntions
to A-A, A-G, or other. Alternatively there's the JF/A-18 approach, drag
and drop. Or EF-2000's system. All are FAR superior.
These
are just a few examples of things that while 'functional' are almost a
sadistic joke in interface design. For the life of me I cannot figure
out how to make some of the tasks require more actions to accomplish.
The
game engine:
Graphics:
LOMAC has the best graphics I have seen in a simulation. About 20% of
the theatre is detailed, with the rest water and flat terrain. The detailed
areas look excellent and the terrain is sufficiently varied to allow mission
designers to create interesting missions. There are some graphical issues
for ATI card users, being flashing textures. One unfortunate issue the
engine has is it's rendering of unseen objects - water in particular.
Regardless of whether you are on the grassplanes with no water within
hundreds of kilometers water settings effect framerates. I created a simple
mission with a single aircraft flying to the extreme north of the map.
All settings were on the 'low' defaults. The 'low' water mission resulted
in framerates of 165FPS. Water detail settings were changed to very high
and the mission was relaunched. Framerate was 40FPS. Changed the settings
back and water was once again 165FPS.
The
terrain is light years ahead of that of any other jet combat sim, the
methods used - general textures with highlighted areas - result in a much
more believable landscape than the fully detailed texture approach of
Falcon4 or the rather bleak landscape in JF/A-18.
Sound:
The sound effects themselves are generally good. The engine playing them
however struggles with playing more than one sound at once. The more sounds
played, the worse things get, and at times seriously hamper framerates.
In tests done across a half dozen different sound cards, both onboard
and addon - including the top of the line cards from various manufacturers
- framerates dropped about 5% for each sound being played concurrently.
Multiplayer:
Multiplayer should be the central core to every simulation when it is
marketed as an entertainment product. Good multiplayer support is the
keystone to creating a user community, and it's through the support of
the user community, and their good will and free effort, that future success
is based upon. Not including multiplayer or bad multiplayer will guarantee
failure unless your simulation is very very specialised and there are
no competitors doing a better job.
Before
giving up in disgust, our squad spent a lot of effort attempting to fly
LOMAC online. Many of our members were IT professionals, some with extensive
experience in LAN/WAN environments. Through the use of external diagnostic
utilities we did everything we could to tweak and troubleshoot the issues
we were having to find a happy medium where we could have multiplayer
work in the manner we were after - scenarios and missions beyond airquake
or hitting a convoy. The networking code could simply not cope with it.
For
the review I decide to try and play LOMAC online with the crowd on hyperlobby.
I
jump on hyperlobby and join a server with a half dozen people on it, with
my ingame connection settings set to their default, 33.6K. The resulting
game is unplayable. Out of four attempts I have 3 lockups and one death
due to flying 20 metres over an F-15 on the tarmac that is doing some
sort of wierd pirouette. There's small moments of delight as I taxi behind
another aircraft, form up on his wing, and takeoff in formation, until
a couple of km from the game freezes. Tabbing out and looking at task
manager I watch the memory usage of the simulation climb to 700MB steadily
before dropping down to 60MB and repeating the cycle. The sim never recovers
and the task must be killed off.
I
check my internet connectivity through dslreports and it is good. I check
my connectivity to the host and everything is good. There are no issues
along the traffic route.
This
is how the simulation behaves when you have settings different from the
server and insufficient to handle the traffic. It just falls over.
I
then up the bandwidth to meet the settings requested by the server host
and things are much improved. I play an enjoyable 30 minute game playing
cat and mouse with a couple of other players. We never come to within
visual range, I lob a few missiles off, do a lot of beaming and dragging
while someone else on the server bags them, and back to base. I didn't
actually SEE anyone else, nor missiles incoming or anything else that
would show me warping, but as far as Electronic Warfare at BVR ranges
is concerned, it seemed to work well.
I
then do a co-op versus a small convoy protected by Shilkas. With 4 players,
all with identical settings, it seemed to work ok.
For
low intensity missions LOMAC works ok on the network code side of things.
Add more than a couple of AI flights and AAA/SAM units and things start
to go downhill. Once you exceed the capacity of the network code the sim
fails in spectacular fashion. With no user feedback (such as a netgraph)
figuring out whether you are pushing the code too hard is impossible.
Artificial
Intelligence:
The dogfighting AI is very good. Providing a good challenge. The 'other'
AI is a bit iffy. SAM sites at airfields shooting down friendly aircraft
that are taking off, or aircraft ignoring their tasks and attacking things
they have no way of knowing about, or aircraft landing at enemy airbases.
Creating a mission with AI units in it is often a case of put it together
and see what happens as it's difficult, if not impossible, to have units
do as they are supposed to. The air traffic control system, in the opinion
of an active military ATC I know, shares nothing with real life ATC. AWACS
information is scant.
Flight
Modelling:
Flanker 2.0 possessed what many simmers feel is the best flight model
of the jet simulations of the same period, Falcon4 and JF/A-18. However,
a comparison between computerised fly by wire systems that control the
aircraft in a very precise manner so that the pilot isn't compensating
for inertia or pushing the aircraft out of it's flight envelope versus
a fully manual flight control system is not a judgement of which has the
better flight model, but one that feels more 'natural' to the player.
That said, the 'feel' of flying in LOMAC is superb for the most part.
Originally the simulation was to contain High Fidelity flight models,
but this was dropped.
Longevity:
As it stands, there really isn't much. With no dynamic campaign generator
users are left to playing hand created missions, and due to the serious
AI and network code performance issues the missions tend to be limited.
Conclusion:
The
initial condition of a simulation is the best indicator you will get of
what the sim's final shape will be. Janes F/A-18 was released in a very
good state, some minor patching was required, and it remains the most
functional modern jet sim available. Falcon4 was released in a terrible
state, and despite years of community effort is still incomplete. Flanker2
fell somewhere between the two. LOMAC was terrible.
LOMAC is essentially an unfinished, unpolished, badly designed product
with hundreds of remaining bugs. However it does have potential to be
much much better, given sufficient resources for the developers to do
so and a bit of thought.
The
flaming cliffs addon may breathe new life into this simulation. The developers
report that they've fixed over 200 bugs, added an extra aircraft - with
a high fidelity flight model, and improved just about everything else
except the sound engine. With a publisher change and staff changes, there's
reason to hope.

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