Janes game patch




















The game has been used by the U. Navy for training in tactics and strategy, and has also been used as a concept development tool at the naval warfare development center. This patch will make your game run smoothly on Windows and XP operating systems.

Full Specifications. What's new in version. Release November 8, Date Added April 19, Operating Systems. Total Downloads 52, Downloads Last Week 0. Report Software. Related Software. Date Added April 19, Operating Systems. Total Downloads 13, Downloads Last Week 0. Report Software. Related Software. Bluetooth for Windows 10 Free. Access Bluetooth settings directly from your home screen.

Minecraft Offline Files Installer Free. Fix the "Not Downloaded" error when trying to play Minecraft offline. Print from and scan to your Windows Phone 7 device. User Reviews. The reason TMA is so difficult is that it usually involves taking bearing-only measurements of the target and then trying to estimate its range and speed.

For example, if you first spot a target at bearing 90, and one minute later you spot it at bearing 91, and the next minute at 92, does this perceived motion exist because the target is moving North, or is it because you are moving South faster than the target is? Fortunately for novices, there is an option which can make the computer handle TMA like an expert. Graphically, I is very good.

The only blockiness I noticed was when looking at the ocean or at an explosion at very close range. All craft are Gouraud shaded and texture-mapped. They also have nice little touches like spinning propellers and wakes.

Sound is also good. The executive officer repeats your orders to the crew, although he can get a bit repetitive. You can listen to the white noise of a sonar contact, or feel fear as an enemy's active sonar gets louder and louder. The AI is unexceptional, and as can be seen from the included mission editor, merely follows a preset tactic.

The AI seemed to show varying degrees of hostility towards me. At times, it would launch a torpedo as soon as it detected my presence, while at others, it did nothing even when I fired torpedoes at it.

There are three campaigns, though two of them are based in the US training area against US and foreign equipment respectively, and in each of them, the player is given control of four FARPS fuelling and rearming points located along a part of the front-line. Each FARP has certain aircraft, stores and personnel allocated to it and can launch a flight of two aircraft at any one time The player has missions allocated by the brass and can use the limited resources available as they like to complete these missions.

By and large, this works pretty well. The missions come preplanned so if they prefer, the players can opt to skip the mission planning and strategy stage completely and concentrate on the flying. Conversely, control freaks can go completely to town and jiggle the personnel, aircraft and waypoints of each flight. Because the player only has a limited number of aircraft and weapons available, some agonising decisions are called for.

Will a Longbow without radar be able to complete this mission or will one of the precious radar equipped ones have to be used?

Radar guided Hellfires are always in demand. Will you be able to get away with using laser guided ones? Should you use one of the experienced crews for this mission or should you blood a rookie and give your personnel pool more depth? Decisions, decisions. There is a vast amount of information available to you concerning the status of friendly and enemy troops, and when your FARPS can expect to be resupplied. Occasionally you will be allocated missions to make sure that a resupply convoy actually gets through.

Knowing that the Hellfires hanging off your pylons are the only ones available to you unless the convoy gets through adds a certain edge to an escort mission. What of the actual fighting though. Does the player still feel like the only player on the pitch or do you feel like part of a team now?

Once again the news is good. As your mission progresses, you will receive radio updates from the other helicopters in your command flying missions, ground troops and any other resources that may be in the area. Some of these messages will update you with the progress the rest of your command is making with their missions, others will alert you to new enemy units detected and still others will come from friendly units under attack and desperate for assistance. It is quite possible for you to abandon or at least postpone your current mission and go off to help out a friendly unit.

Sadly, in on of the few restrictions in the game, you cannot change the orders of the other units under your command in mid-flight. Should the unthinkable happen and you should find yourself exiting a mission prematurely due to an unplanned encounter with the terrain, you are offered the option of exiting the mission there and then or hanging around and viewing the action from the viewpoint of other units in the field.

This can be almost as entertaining as flying the mission yourself and is one of the little touches that makes this sim such a polished product. I mentioned earlier that one of Longbow2 's improvements is a fully functional mission planner.

Whenever the subject of mission planners comes up, one's thoughts naturally turn to Tornado the vintage sim from Digital Integration which contained what came close to being the perfect mission planner. This fine piece of software has never been improved on even, strangely, by Digital Integration but with Longbow 2 we have a flight planner which if not improving on Tornado 's at least equals it.

All the facilities you could hope for are there including the ability to create a profile of your projected course to warn you about where the especially lumpy bits are and it is just as easy to created flightplans for the other aircraft under your command as it is to create your own flightplans.

Sound is as well done as the other features of this game. The radio messages from the other units are clear and arrive without any of the delays or hesitations you might expect from a lesser title. The sounds of the helicopters and weapons are well done too. One touch I especially liked. In Robert Mason's book Chickenhawk which is concerned with flying helicopters in Vietnam, he talks of flying in formation with another aircraft close enough to be able to hear the buzz of the other aircraft's tail rotor over the noise of his own aircraft's engine.

This is a feat you can recreate in Longbow 2 if you have a steady enough hand on the controls. It hurts me to admit this but I actually liked the tune that played in the original Longbow despite my long lived loathing of the music you usually get in computer games.

Well, I don't know how the Longbow 2 team did it but once again, I find myself strangely drawn to the music of Longbow 2. I find myself whistling it as I walk down the street.



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