v1.4.0
The look, the sound and the feel, rebuilt
A new cockpit
The cockpit has been rebuilt inside: a round attitude indicator, a new instrument panel and frame, a convex rear-view mirror and eyebrow indicator lights.
Every display in the cockpit now shows live values.
| Where | Display |
|---|---|
| Top left | Radar |
| Centre | Tactical map (north up) with the planned route |
| Top right | Mission information |
| Top | Mission conditions (unmet ones flash amber) |
| Bottom left | Engine (thrust, afterburner, airbrake, fuel, drop tanks) |
The HUD combiner glass is now drawn, so you can see where the HUD reaches. The HUD no longer blooms at night or fades into the sky by day. The eye position and field of view have been retuned too.
Gyro steering
Tilt the device to add rudder or bank on top of the stick. Choose which one, and how strong, in Settings.
Pitch inversion now works on the touch stick as well. The setting has moved to the section shared by all inputs, and while it is on, the stick’s guide arrows flip too.
Voiced radio
Every line spoken in flight now has a voice — the instructor, the tower, the LSO, the ship, all the way down to the flight tutorial’s cards. On the carrier, the air boss and the shooter speak English.
- Mission openings — Each sortie begins with an outside shot of the jet while the first calls are made. Sorties that start on the ground open with the tower’s takeoff clearance and your readback. Tap the screen to skip
- Chapter openings — All six chapters open with a caption of the time and place and a scene with the instructor. They play each time you open the chapter
- A rebuilt prologue — It opens in flight around the carrier, and if a landing fails you go straight round again with no screen in between. A closing line leads into the opening of Chapter 1
- Spoken briefings — The instructor reads the briefing on the stage select screen. Toggle it with the speaker next to the instructor’s words
- Radio calls now play to the end even after the debrief appears
The Instructor radio setting is now Radio subtitles: it turns off the subtitles only, and the voices always play. The Audio tab has a new voice volume.
A theme for every chapter
Each chapter has its own music, and the music dips while a voice is speaking.
The chapter themes are also available in replays, where the sortie’s own track is selected to begin with. Free Flight now defaults to ENDLESS HORIZONS. ACROSS THE SKIES, NIGHT FLY and AMBITION have been removed (a saved setup that used one of them now plays ENDLESS HORIZONS).
Catapult launches and a carrier underway
Chapter 3 has a new mission, CAT SHOT (after CALM DAY). You start hooked to the catapult, talk to the air boss and the shooter, go to full power and launch. Once you leave the bow, you are flying — the nose is still low, so you will sink unless you pull up.
Before the shot, the jet blast deflector rises and the shuttle pulls on the nose gear. On stages with the ship, steam rises from the catapult tracks, and after a launch a white wall of steam runs the length of the track.
The carrier itself has changed a lot.
- The carrier steams at 25 knots — The closure rate drops, so landing gets a little easier
- The carrier is full-size (332.8 m long)
- The wires and the tailhook are visible — The wire you catch pulls out into a V. You trap when the hook you can see crosses the wire
- Parked aircraft on deck — Four F-2s and four F/A-18Es. Hit one and you crash
- Too fast and the wire won’t hold — Catch above 360 km/h on NORMAL or 320 km/h on HARD and you bolter. On ACE the limit is on-speed. Fifteen points of the landing grade go by whichever is worse, angle of attack or speed
- The ship is now reflected in the water
- An MH-60S flies around the carrier
- Carrier approaches now start 5 km behind the ship
CASE ONE, the final chapter, rebuilt
The final chapter, CASE ONE, has a new flow: take off from Matsushima, join up with the instructor in the holding pattern offshore, fly to the ship in formation, break and land. Every call is voiced, and the ship is steaming at 25 knots.
It comes in as a new mission, so it shows as not yet cleared even if you cleared CASE ONE in v1.3. What you need to play it has not changed.
A new home screen and the F-2 GARAGE
The start screen is now a home screen with a column of cards: CAMPAIGN, FLIGHT TUTORIAL, F-2 GARAGE, REPLAYS, Settings and General. Behind it are the sea and the carrier, where F-2s land, park, launch and fly the pattern. What’s New opens from the link next to the version number.
The F-2 GARAGE is a new screen. Turn the F-2 parked on deck to look it over, swap weapons and drop tanks, and check the weight and performance. Tap any empty spot once to hide the interface. TEST FLIGHT takes you into Free Flight with the loadout you built (MY GARAGE).
Free Flight also has a LOADOUT choice: five presets for what hangs under the wings, plus MY GARAGE. Stores are carried only; they cannot be fired.
Stage select is easier to use, too.
- It shows where each sortie takes place
- After a success, the next mission is selected for you. The selected mission has a double ring
- On launch, the mission you last started is selected (with its chapter and difficulty)
- Clearing the last mission of a chapter takes you to the next chapter’s opening
Flight tutorial
A new nine-lesson tutorial teaches the bank-and-pull turn and how to trade speed, climb and descent. It takes place over a glowing grid floor; the instructor reads each card aloud, and a virtual stick shows you what to do. There is no score and no record, so try it as often as you like.
Open it from FLIGHT TUTORIAL on the home screen, from the menu, or from the in-flight menu. If you crash within a minute of starting three times in a row, the debrief will point you to it.
Flight model
- Let go of the stick and the bank stops dead
- Drop tanks and stores under the wings make the roll slower both in and out (up to about twice as slow)
- The angle-of-attack limit now goes out to 25°, so you no longer lose G when you pull all the way. The pitch rate limit rises from 18 to 28°/s, giving the best turn rate at corner speed (about 650 km/h)
- Run out of speed and you stall
- Supersonic flight depends on the loadout: clean, it reaches Mach 2.0 at 11 km; with anti-ship stores, Mach 1.04
- The F-2 model is now the real aircraft’s size
- Mission aircraft now fly with empty wings. The weight of the practice rounds they used to carry has gone into internal fuel, so the total is unchanged
Mission changes
- WHEELS UP — The climb target is now 3,000 m
- ROUND TRIP / NIGHT CIRCUIT / WEATHER DAY — The pattern altitude is up from 300 m to 500 m
- DECK TOUCH — One touch now (two on ACE). In the opening, the instructor walks you through it: full power the moment you touch down
- WINGMAN / FLIGHT LEAD — The openings and in-flight calls are voiced. FLIGHT LEAD no longer has the carrier, and it no longer counts as a success when your wingman drops out
- FIRST CONTACT — No wind, and you start further away (3 km behind on NORMAL, 5 km behind and off to the side on HARD, head-on on ACE, passing before you turn in behind). Light fog on HARD, thick fog on ACE. The time limit is doubled to 21 minutes, the refuelling box is twice as big on NORMAL and 1.5 times on HARD and is drawn in outline, and the time score counts from the join-up
- SOUTHERN ALPS / AZUSA VALLEY — The altitude ceiling is now the same on every difficulty. What the difficulty changes is the course length and how many seconds it takes the radar to spot you
Scenery and sound
- The trees have been rebuilt. Cedars are cones and broadleaf trees are round domes, so the forest reads tree by tree, and colour varies from tree to tree and stand to stand
- Forests and fields around Matsushima and the four valleys now follow the real vegetation more closely
- The afterburner exhaust has been redrawn: the fire inside the nozzle, shock diamonds and the flame
- Wingmen, flight leads and the instructor’s jet now use the same F-2 model and stores as yours
- Fixed radial streaks in the haze when looking straight down
- The engine sound in the seat has been rebuilt. From outside, the exhaust roar carries a long way and rolls on. Your own jet heard from outside now has delay with distance, direction and air absorption
- The LANDING GEAR voice warning no longer sounds in Free Flight
Also
- Passing a gate from a later step before finishing the current one is now an immediate failure. A missed gate is called out, as in
MISSED D1 — 300 M HIGH, and the target values (SPEED 350 ALT 1500) show under the cue - The heading tape and the instruction box have swapped places, with the instructions at the top of the screen
- In the horizon-holding chase view, the screen HUD’s pitch ladder now lines up with the horizon in the picture
- Replays now record until 10 seconds after the result, and record wingmen every frame. The RIDGE camera’s lead-in and follow-out are 4 seconds longer each, with half the shake
- Fixed the RIDGE camera sometimes showing a car right in front of it, or standing underground
- Badge award cards close by themselves after 30 seconds if you don’t touch them