HIGHLANDSPRING Posted February 16 Posted February 16 I wanted to share my thoughts in the hope that they may be helpful to those people who are considering purchasing the campaign. Short Version: Don't hesitate! Buy First In Weasles Over Syria, complete that campaign, then return and buy Last Out Weasels Over Syria - you will LOVE every moment of these outstanding campaigns for the F-16! Long Version: I completed First In Weasles Over Syria in November 2023, as a result of that outstanding experience Last Out Weasles Over Syria was an instant purchase upon its release. I have to admit that I was slightly skeptical that LOWOS could improve on FIWOS but it did in lots of little ways, more refinement helped by having Akrotiri as our base of operations for example. Several of the points I've summarised below I've copied from my review of FIWOS, adding further details as a result of my experience with LOWOS. Before I start I think it's 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 (if you are an F-18 or Harrier fan I recommend them without hesitation). I wasn't expecting anything less with FIWOS/LOWOS. I bought and learned the F-16 just so that 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 online to review before buying the campaign (https://www.groundpoundersims.com/). This documentation not only sets the theme and objectives but also provides 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 price of admission. You can also use it as a generic reference source for all your other activities in DCS. Five Stars. 2. Briefing and Kneeboards: The extensive documentation is backed up by excellent mission-by-mission 'briefings', and summarised into clear 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 departure/arrival ATC procedures need to be followed which adds a sense of 'real world' operations together with their supporting comms (details on the kneeboard) which I love. This operational environment adds a significant immersion depth to the Campaign and is further enhanced by the scoring system used throughout. 50% from the overall mission score comes from respecting the 'real world' procedures (example: NOTE UP TO 9 POINTS CAN BE LOST FOR BREAKING VARIOUS RESTRICTIONS AROUND AKROTIRI). Five Stars.null 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 any issue through both the FIWOS & LOWOS campaigns. I have played campaigns where the trigger logic appears to be a lot less robust/confusing, and that can get very frustrating, but not so with (any) Ground Pounder Simulations campaigns. 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 . One very challenging area that all mission builders have with DCS is managing the 'crazy' AI. Again Ground Pounder Simulations has worked his campaign magic (which improves on each release), I don't recall a single AI issue throughout both campaigns - exceptional! 6. Atmosphere: The logic is that after a hard day's work, you can kick back and have some fun flying your aircraft in DCS. Well, that's all relative! LOWOS will keep you focused and immersed in executing your mission successfully and making it home alive. Callouts from your wingman or flight will have you scanning the sky frantically for incoming SAMS making your heart pound. MISSILE, MISSILE alerts from your defensive aids systems will have you maneuvering and releasing chaff like a madman. Eventually, you will make it out and be heading home exhausted having lost all track of time. Fantastic. Five Stars. 7. Missions: Mission complexity increases as you progress with different weapons, threats, objectives, and teamwork nicely. Mission time is in the 60-90 min range but honestly, I couldn't tell you for sure, as mentioned above you soon lose track of time due to being completely engrossed in each mission! None of them feel 'too long' and when you have a bit of cruise time from WP to WP those are filled with helpful and interesting 'optional conversations' via the F10 menu. None of the missions in FIWOS or LOWOS require AAR, but it is available as an option if required. I've landed back at home base with <500 lbs of fuel twice! Five Stars. 8. Level of experience: I was new to the F-16, coming from the Hornet and 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, and some free campaigns (see below) and practiced with each weapon after reading the briefing before starting a particular campaign mission. I am no expert with the F-16 and I learned as I worked my way through, but you do need to understand and be comfortable with the aircraft. It's not a campaign to 'learn' the F-16, it is an excellent campaign to help you master it. The Wild Weasel aspect that is So given the above glowing review surely there must be something you don't like about it? Honest answer - no, truly! Well, what about things that could be improved? I've only got one topic, and it's a common theme with a lot of players, and it's on the to-do list for the DCS team - the ability to save your mission progress! 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 it's not more widely used. It is a wish item nonetheless. If you haven't tried SEDLOs free missions 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 buy FIWOS followed by LOWOS, and enjoy. I guarantee you won't regret it! Happy flying and watch out for smoke in the air! Thank you Ground Pounder Simulations for another excellent campaign, now to take Arctic Thunder for a spin.... 1
ChillNG Posted February 16 Posted February 16 26 minutes ago, HIGHLANDSPRING said: I wanted to share my thoughts in the hope that they may be helpful to those people who are considering purchasing the campaign. Short Version: Don't hesitate! Buy First In Weasles Over Syria, complete that campaign, then return and buy Last Out Weasels Over Syria - you will LOVE every moment of these outstanding campaigns for the F-16! Long Version: I completed First In Weasles Over Syria in November 2023, as a result of that outstanding experience Last Out Weasles Over Syria was an instant purchase upon its release. I have to admit that I was slightly skeptical that LOWOS could improve on FIWOS but it did in lots of little ways, more refinement helped by having Akrotiri as our base of operations for example. Several of the points I've summarised below I've copied from my review of FIWOS, adding further details as a result of my experience with LOWOS. Before I start I think it's 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 (if you are an F-18 or Harrier fan I recommend them without hesitation). I wasn't expecting anything less with FIWOS/LOWOS. I bought and learned the F-16 just so that 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 online to review before buying the campaign (https://www.groundpoundersims.com/). This documentation not only sets the theme and objectives but also provides 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 price of admission. You can also use it as a generic reference source for all your other activities in DCS. Five Stars. 2. Briefing and Kneeboards: The extensive documentation is backed up by excellent mission-by-mission 'briefings', and summarised into clear 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 departure/arrival ATC procedures need to be followed which adds a sense of 'real world' operations together with their supporting comms (details on the kneeboard) which I love. This operational environment adds a significant immersion depth to the Campaign and is further enhanced by the scoring system used throughout. 50% from the overall mission score comes from respecting the 'real world' procedures (example: NOTE UP TO 9 POINTS CAN BE LOST FOR BREAKING VARIOUS RESTRICTIONS AROUND AKROTIRI). Five Stars.null 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 any issue through both the FIWOS & LOWOS campaigns. I have played campaigns where the trigger logic appears to be a lot less robust/confusing, and that can get very frustrating, but not so with (any) Ground Pounder Simulations campaigns. 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 . One very challenging area that all mission builders have with DCS is managing the 'crazy' AI. Again Ground Pounder Simulations has worked his campaign magic (which improves on each release), I don't recall a single AI issue throughout both campaigns - exceptional! 6. Atmosphere: The logic is that after a hard day's work, you can kick back and have some fun flying your aircraft in DCS. Well, that's all relative! LOWOS will keep you focused and immersed in executing your mission successfully and making it home alive. Callouts from your wingman or flight will have you scanning the sky frantically for incoming SAMS making your heart pound. MISSILE, MISSILE alerts from your defensive aids systems will have you maneuvering and releasing chaff like a madman. Eventually, you will make it out and be heading home exhausted having lost all track of time. Fantastic. Five Stars. 7. Missions: Mission complexity increases as you progress with different weapons, threats, objectives, and teamwork nicely. Mission time is in the 60-90 min range but honestly, I couldn't tell you for sure, as mentioned above you soon lose track of time due to being completely engrossed in each mission! None of them feel 'too long' and when you have a bit of cruise time from WP to WP those are filled with helpful and interesting 'optional conversations' via the F10 menu. None of the missions in FIWOS or LOWOS require AAR, but it is available as an option if required. I've landed back at home base with <500 lbs of fuel twice! Five Stars. 8. Level of experience: I was new to the F-16, coming from the Hornet and 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, and some free campaigns (see below) and practiced with each weapon after reading the briefing before starting a particular campaign mission. I am no expert with the F-16 and I learned as I worked my way through, but you do need to understand and be comfortable with the aircraft. It's not a campaign to 'learn' the F-16, it is an excellent campaign to help you master it. The Wild Weasel aspect that is So given the above glowing review surely there must be something you don't like about it? Honest answer - no, truly! Well, what about things that could be improved? I've only got one topic, and it's a common theme with a lot of players, and it's on the to-do list for the DCS team - the ability to save your mission progress! 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 it's not more widely used. It is a wish item nonetheless. If you haven't tried SEDLOs free missions 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 buy FIWOS followed by LOWOS, and enjoy. I guarantee you won't regret it! Happy flying and watch out for smoke in the air! Thank you Ground Pounder Simulations for another excellent campaign, now to take Arctic Thunder for a spin.... Thanks for the in depth review, very much appreciated .
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