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I've just completed Mission 6 of 12 in the FIWOS Campaign. I wanted to share my thoughtsin the hope that they may be helpful for those people that are considering purchasing the campaign.

Before I start I think its only fair to state that I am a Ground Pounder Sims fanboy - I LOVE his campaigns. I've completed the F-18 and Harrier campaigns and they were both excellent. I wasn't expecting anything less with FIWOS. I actually bought and learned the F-16 just so I could play this campaign!

So, was I disappointed, of course not 🙂 and here's why:

1. Research and documentation: all the campaigns come with extensive supporting material, and they are all free on line to review before buying the campaign. This documentation not only sets the theme and objectives but also extensive details into the area you will be operating in and the threats you will face. Independent of the campaign this documentation alone, in my mind, is worth the proce of admission. Its also available as a generic reference source for all your activities in DCS. Five Stars.

2. Briefing and Kneeboards: The extensive documentation is backed up by excellent mission by mission 'briefings' which in turn are summarised into clear and kneeboards which are very helpful. Five Stars.

3. Controlled Base Operations: Whilst not complex, the campaigns follow a structure for power up, taxi, departure and arrival operations. Specific WPs, routes and procedures need to be followed which adds a sense of 'real world' operations togther with their supporting comms (derails on the kneeboard) which I absolutely love. Five Stars.

4. Robust use of triggers: I have found trigger issues to be a rarity in Ground Pounder Campaigns, instructions and directions are very clear and I have no recollection of having an issue, and certainly not in the first 6 missions I have completed in FIWOS. I have played campaigns where the trigger logic apprears to be a lot less robust/confusing and that can get very frustrating, not so with FIWOS. Five Stars.

5. Interaction with your flight: Interflight comms is beautifully done, comms triggers all function smoothly, directions are clear and the discussion all contribute to a successful understanding of the mission and your objectives. Listen to them, they help and in certain instances can be the difference between life and death, ask me how I know 🙂

6. Atmosphere: The logic is that after a hard days work you can kick back and have some fun flying your aircraft in DCS. Well thats all relative 🙂 FIWOS will keep you completely focused on executing the mission successfully and making it home alive. Call out from your wingman or flight will have you scanning frantically for incoming SAMS, MISSILE, MISSILE alerts from your defensive aids systems will have you manouvering and releasing chaff like a madman. Eventually you will make it out and be heading for home exhausted having lost all track of time. Fantastic 🙂 Five Stars.

7. Missions: Missions have been working up with different weapons, threats, objectives, team work nicely. Mission 6 was a lot of fun but honestly they all have their own memories. Mission time is in the 60-90 min range but honestly I couldn't tell you for sure, as mentioned above you soon loose track of time due to being completely engrossed in each mission! None of them feel 'too long' and when you do have a cruise time those are filled with helpful and interesting 'optional conversations' via the F10 menu. The first six mission have all been in daytime, and none required AAR, but thats still available as an option if required. I'm looking forward to seeing what the second half of the campaign has to hold. Five Stars.

8. Level of experience: I was new to the F-16, coming from the Hornet then the Harrier. So I was competent with the operational side but not the aircraft systems. In many respects I found the F-16 the easiest of the three to learn. I completed all the training missions, some free campaigns (see below) and practice with each weapon after reading the briefing before starting a particular campaign mission. I am no expert with the F-16 and I am certainly learning as I work my way through but you need to understand and be comfortable with the aircraft. Its not a campaign to 'learn' the F-16, it is an excellent campaign to help you master it. The Wild Weasel aspects that is :-)

So given the above glowing review surely there must be something you don't like about it? Honest answer - no, not in the first six missions anyway :-)

Well what about things that could be improved? I've only got two topics 

1. The initial aircraft power up comms can be confusing. You are asked to select BATT ON, and then request an engine start to tower via the F10 key. That will not work unless your battery switch is in the MAIN PWR setting. That's caught a number of people out and Ground Pounder has highlighted solution in the forums and his discord, but really that should be updated at the earliest opportunity so new players don't have the same issue. This is the only negative comment I have on the campaign and as you can see its a very minor one.

2. The excellent SEDLO has a setting in his free missions/campaigns where you can jump 'straight into the action', normally the IP point, should you get shot down and want to run the mission again without the need for starting from a cold aircraft. That's a fantastic aspect for learners in particular, but of course it 'doubles' the overhead on the campaign maker so I understand why its not more widely used. Wish list item none the less 🙂 If you haven't tried SEDLO mission I highly recommend those also.

So to conclude my over long ramblings, if you fly this F-16 this is a no-brainer five star recommendation. If you love campaigns but don't own the F-16 then buy it, learn it, then by FIWOS and enjoy. I guarantee you won't regret it!

Happy flying and watch out for smoke in the air!

Thanks Ground Pounder for another excellent campaign. Let me know what module I need to learn next so I can be ready for your next campaign. 

 

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