Tom Clancy’s HAWX takes to the skies on PC, PS3 and Xbox 360 in March, and as part of its pre-flight preparations Ubisoft is in the process of detailing some of the game’s key features. To kick things off, Ubisoft has provided us with briefs on Extreme Maneuvers and the innovative Enhanced Reality System. These briefing packages include descriptions, screenshots and gameplay videos, all of which is posted here for your viewing. Continue reading for all the details. HAWX pilots, dismissed!
HAWX Tactics – Extreme Maneuvers
1. Stall turn
Description
The aircraft starts in level flight, noses up to a vertical flight path until it comes to a stop. At which point the model aircraft yaws through 180 degrees, then dives and finally recovers straight and level on a flight path in the opposite direction to the entry. Entry and exit should be at the same height. Low powered aircraft types would be expected to execute a shallow dive at full throttle in order to pick up the necessary speed before commencing the maneuver.
Purpose: Regaining offensive position
2. Herbst maneuver (J-turn):
Description
The Herbst Maneuver, or Herbst Reversal, is another classic post-stall maneuver.
The goal of the maneuver is quite simply to reverse the aircraft’s heading angle and to complete the reversal at the same point and velocity that the maneuver was started from. The maneuver typically resembles the one illustrated in the following figure: the aircraft pitches to a high AOA to stop the forward component of its velocity, puts in rudder at the top of the climb to point the aircraft down, and then dives to regain speed as it returns to the starting point.
Purpose: Enables a rapid direction change
3. The scissors:
Description
The rolling scissors is an extended maneuver characterized by the two fighter aircraft involved spiraling around each other in an attempt to maneuver into a good firing position (typically above and behind the opposing fighter). This is done by one of the fighters pulling up to climb and reduce speed, so that they cross above the flight path of the opposing fighter. The high fighter then pulls down and towards the opposing fighter as quickly as possible to get into a firing position. If a shot is not possible for the diving fighter (or unsuccessful), then the roles of the fighters reverse. This cycle would then continue until one of the fighters either has a successful shot, or disengages from the maneuver and escapes.
A) Horizontal scissors
Purpose: Get a defending plane behind an attacking plane on the rear
B) Horizontal rolling scissors
Description
Same occurrence conditions plus High G barrel roll
Ads to the normal scissors the barrel roll. The tactics are the same as described above.
Purpose: Get a defending plane behind an attacking plane on the rear
4. Cobra
Description
The Cobra is a classic post-stall maneuver. The two primary characteristics of this maneuver are 1) a rapid pitch-up to near 90º AOA and 2) a rapid decrease in velocity by 50-75%. (The latter is due to the fact that the aircraft is flying through the air on its tail when at 90º AOA, and therefore is incurring a huge drag penalty.) The maneuver also results in an increase in altitude due to the lift generated at AOA values greater than zero.
Purpose: Force overshooting and get behind the Attacker
5. Kulbit:
Description
An aircraft could shoot an opponent directly behind them by extending the Cobra past 90º to 180º. The aircraft actually pitches all the way from 0º to 360º AOA while flying in a nearly straight line – except for the altitude increase, as before with the Cobra.
Purpose: Force overshooting and consequent positioning for missile shot.
HAWX Tactics – Enhanced Reality System (ERS)
The Enhanced Reality System is an integrated battlefield control and perception system providing the computer tactical options to engage enemy targets in the air and on the ground. It includes:
– HUD
– Support and Orders
– Voice Command
1. ERS interception
Rules of engagement:
– On some tunnels, depending on the AI difficulty you face, you must maintain a minimal speed while flying through the interception tunnel. Dropping below that speed will make the tunnel disappear after a time.
– The path generated by the ERS will increase in complexity as the opponent is more skilled, increasing the need for skillful maneuvering.
– You can leave the tunnel for a very short time, but if you don’t re-enter it will disappear.
– The interception path is different depending on the starting position and the enemy aircraft movement
A. Air to Air Interception
Description:
When you select an enemy target that is out of sight, at a certain range the ERS will generate a tunnel for you to follow that can be triggered by pressing a specific control button. If you manage to follow the tunnel all the way the target will be in front of you offering a shooting window
B. Air to Ground Interception
Description:
When you select a static enemy ground target the ERS will generate a tunnel for you to follow, that can be triggered by pressing a specific control button. If you manage to follow the tunnel all the way the target will be in front of you offering a shooting window
C. ERS missile dodge
Description:
When you are targeted by an incoming enemy missile the ERS will generate an evade tunnel for you that can be triggered by pressing a specific control button. If you manage to follow the tunnel all the way, you will successfully avoid the missile.
This is cool, great article. I wonder if those maneuveurs can be done on YSFlight.