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F-52 Call of Duty

Donald Trump touted the sale of non-existent “F-52” jet fighters to Norway on 11 January 2018. Twitter did not miss the error or the chance to lampoon it. During a joint press conference with Norwegian Prime Minister Erna Solberg on 10 January 2018, Trump was talking about trade relations between the two countries when he apparently made up a new fighter jet. “In November, we started delivering the first F-52s and F-35 fighter jets,” Trump said.

But the US does not make an F-52 fighter jet. It only exists in Call of Duty: Advanced Warfare, and in the minds of those who have played it. Call of Duty®: Advanced Warfare envisions the powerful battlegrounds of the future, where both technology and tactics have evolved to usher in a new era of combat. Delivering a notable performance, Academy Award® winning actor Kevin Spacey stars as Jonathan Irons – one of the most powerful men in the world – shaping this chilling vision of the future of war.

The Call of Duty franchise is widely regarded as the most valuable franchise in this entertainment field that long remained mired in the same "no plot to get in the way of the story" that marked the genre. Adam Lanza, who killed 26 people in Newtown, Connecticut, was an avid Call of Duty player.

What Trump meant to say was that Norway purchased 52 F-35 fighter jets, the first three of which already arrived in Oslo in November 2017. Trump seemed to quickly catch his mistake, but did not fully correct it. “We have a total of 52 and they’ve delivered a number of them already, a little ahead of schedule,” Trump said, adding that “it’s a $10 billion order.”

Twitter unapologetically trolled Trump for the gaffe, depicting what a F-52 fighter jet would look like were there such a thing. The F-52 in Call of Duty is more or less a swing-wing F-22 Raptor, although in practice the wings do not seem to actually swing during the game.

Call of Duty®

Call of Duty: Advanced Warfare is the eleventh major release in the Call of Duty series. It was developed by Sledgehammer Games for PlayStation 4, Xbox One and PC, and by High Moon Studios for PlayStation 3 and Xbox 360. It was released on November 4, 2014 for Xbox One, PlayStation 4, PlayStation 3, Xbox 360, and PC. It is the first game in the series to benefit from the three year development cycle afforded by adding Sledgehammer Games as a third studio. It is also the first main series game since Call of Duty 3 to not use IW Engine.

Call of Duty: Advanced Warfare takes place in a plausible future in which technological progress and today’s military practices have converged with powerful consequences. In this carefully researched and crafted vision of the future, Private Military Corporations (PMCs) have become the dominant armed forces for countless nations outsourcing their military needs, redrawing borders and rewriting the rules of war. And Jonathan Irons, the founder and president of the world’s largest PMC - Atlas Corporation - is at the center of it all.

The First-Person Shooter (FPS) is a genre of video game defined by a first-person perspective and the use of guns, tools and other projectile-firing items to interact with the world. The genre is made up of many sub-genres, many of which feature adversarial themes. The first-person perspective gives the player the same field of vision and line of sight as his controlled character.

Action video games (AVG), especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behavior to the ever-changing context.

Laura Steenbergen et al report that converging evidence has suggested that in contrast to other types of games, such as life-simulations, playing action video games (AVG) – in particular first-person shooter games such as the Halo, Call of Duty, and Battlefield series, and third-person shooter games such as the Gears of War and Grand Theft Auto series – is associated with improvements in a wide range of perceptua, (visuo-)spatial, perceptuo-motor and attentional skills.

For instance, AVG experience has been found to be associated with a more efficient distribution of visuo-spatial attention, a general increase in central and peripheral visuospatial attention, an increment in the number of objects that can be apprehended, enhanced temporal processing of multisensory stimuli, enhanced sensorimotor learning, and a general speeding of perceptual reactions. Remarkably, recent studies have complemented the aforementioned findings by showing that the beneficial effects of playing AVGs can generalize to cognitive control, that is, to people’s capacity to control their thoughts and action in a goal-directed manner.

Laura Steenbergen et al conclude that compared to strategic and life-simulation games, the new generations of FPS AVGs are not just about pressing a button at the right moment, but they require the players to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This resembles complex daily life situations, such as multitasking conditions.

There are a great many studies of this variety. The results aren’t uniform and have come under a certain amount of methodological criticism, but they tend to point in a common direction. “We did a comprehensive review of every experimental study, reviewing 381 effects from studies involving 130,000 people, and results show that playing violent video games increases aggressive thoughts, angry feelings, and physiological arousal,” says Brad Bushman, a psychologist at Ohio State University who is one of the best-known proponents of the idea that first-person shooters influence real-world violence.

To Bushman, video games aren’t likely to be the sole source of violence, but an amplifier. Indeed, if game-players, especially game-playing children, really do become more aggressive, Bushman is almost certainly right. It’s well known that aggressive children are more likely to become violent adults. Yet the studies that Bushman and colleagues cite tend not to answer a key question: Does game-induced aggressiveness persist? Does it become a hard-wired way of being in the world, or does it dissipate in a few minutes or hours?

Gary Slutkin, the founder of Cure Violence, an organization that has successfully reduced gun violence in parts of Baltimore and Chicago. Accustomed to working in communities where physical violence is an everyday part of life, Slutkin doesn’t think that virtual violence is a cause in itself, but neither does he think it’s harmless. Instead, he thinks the games make people more susceptible to becoming violent. “The military knows this very well,” Slutkin says, noting the U.S. military’s use of video games in training soldiers, partly to break down their instinctive repulsion to killing.

The online slang dictionary UrbanDictionary.com defines gunporn as follows: "Used to describe entertainment that is of an unrealistically gory and gratuitously violent nature […] Jokingly insinuates that guns would readily use the game to fuel their “pornographic” fantasies."

Superficially, the pleasures associated with cinematic gunplay and videoludic gunporn are similar, if not identical: they both center on control, power, and mastery. The moment in which the enemy is destroyed confirms the player’s power over the simulated environment and characters and corresponds to the vignettes of reality TV shows in which the authoritative figure, usually a cop, capture a subject. As Turner (2000) suggests, “monotonously styled and frequently repeated, these vignettes are the equivalents of the “money shot” or “cum shot” in a porn movie.

F-52 Design Features

The F-52, also known as the F-52-B is an advanced fighter aircraft in service of the United States of America and the Sentinel Task Force in Call of Duty: Advanced Warfare. It is equipped with afterburners for greater speed to outrun aircraft, as well as air brakes, which provide the fighter with additional maneuverability in tight corners or for avoiding enemy fire. Its primary armaments include a rotary cannon for machine gun fire and missiles capable of both air-to-air and air-to-ground action. The F-52’s weapon system automatically locks on to targets in the middle of the onboard HUD and effectively homes in on a selected target.

The F-52 is featured prominently in the mission Throttle. In the first part of the mission, Sentinel Task Force operatives Mitchell, Gideon and Knox must traverse a series of canyons; destroying various Atlas ground emplacements and enemy aircraft in order to open a corridor for U.S. forces to begin their invasion of New Baghdad in an attempt to capture Atlas CEO, Jonathan Irons.

One of the fighter’s most unique features is the ability to double as a drop pod. Either for use in emergency situations or for covert insertion; the entire cockpit can be ejected from the body of the aircraft allowing the pilot to fly the drop pod into a landing zone, which would not traditionally suit an aircraft. [the economics of using a $200 million aircraft to insert a single combatant are not considered - does the aircraft have an automated return to base capability, or does it just crash???]

The F-52 has square engine inlets similar to those seen on the F/A-18EF Super Hornet. The F/A-18EF trapezoidal inlets, which are enlarged to handle the airflow for the more powerful engines, are angled to align with the wing leading edges. Such alignment, however, it not in evidence on the F-52. The F-52 does not feature the far more sophisticated divertless supersonic inlets (DSI) so prominently featured on the F-35.

In aircraft design work, there is not easy to overcome a contradiction: in order to improve flight number M, you must select the large wing sweep, low aspect ratio, in order to reduce wave drag of the aircraft, but such wing subsonic state when the lift is small, induced resistance is large, efficiency is not high. From the perspective of aerodynamics, to meet the aircraft to supersonic flight, subsonic cruise and landing short of the requirements of the moment, it is best to let the wing variable-geometry, with different sweep angles to adapt to different flight conditions.

The study of variable-geometry wing, began in the 1940s, but only in the 1960s there began the design of a practical variable-geometry wing aircraft. Air forces have long been flying aircraft having variable-geometry wings, for example, the US F-14, Russian SU-22, SU-24, and so on. This design allows an aircraft to take off and land at relatively low speeds, and flight at high speed is made more economical by reducing the Cx of the wing by varying its geometry. Typically, the wing of a modern aircraft has slats, flaps, ailerons, and fuel tanks. These components give a variable geometry wing a very complex design. Its elements have a large size and weight, and are unreliable, complicated, and expensive to make and maintain.

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Page last modified: 05-02-2018 13:09:46 ZULU