Fatadin Mukhamedov

In one of those weird footnotes of aviation history, Mukhamedov, like Stavatti in the west, has been a maker of so-called “paper planes”. The company owes its existence to Fatadin Mukhamedov, a Soviet/Tajik engineer who had a successful career with the big bureaus (for instance, the Dushanbe center of Mikoyan) before striking out on his own. No actual aircraft were produced by the Mukhamedov bureau before Fatadin’s death in 2013, but the bulk had one specific shape.

Mukhamedov designed everything from fifth-generation fighters to gargantuan transports with the same distinctive circular inner wing. The most practical and achievable design was an advanced jet trainer/light strike aircraft for the competition eventually won by the Yak-130. Not coincidentally, the design may have found its way to Iran as the would-be HESA Shafaq. All of the other circular planes were just interesting and distinctive dreams.

But, in other timelines, dreams can come true….

Review: The German Aircraft Carriers

The German Aircraft Carriers

A book devoted to German aircraft carriers could have all the pages be blank and still be technically accurate. After all, the decision to not go ahead with them was one of the very, very few good ones the country made in World War II. But Simon Beerbaum’s work on them manages to show an excellent train of thought. For most of the actual writing and layout quality, what I said about the Russian carriers book applies just as well to this. What’s interesting is the content.

You might think that a compilation of never-built German designs would have a lot of weird ones as gargantuan as they were impractical. And you would be right. But there was a method to the madness of several. Intended as commerce interdictors, the carrier designs mostly had substantially large gun armament but smaller airwings. They resembled a pre-missile version of the Kiev “air carrying cruisers” in that regard. The book also covers postwar helicopter/VSTOL designs proposed by shipyards for export customers. It’s an interesting look at an interesting set of designs.

Review: The Thousand Dollar Touchdown

The Thousand Dollar Touchdown

Time to review another thriller with a main character that has a perfect thriller name: Colt Ryder. When I saw that the premise of The Thousand Dollar Touchdown involved sports and gambling, I knew I had to read it. Ryder, the wandering “thousand dollar man”, helps people for that amount. He also kills people in the process. This time his client is the wife of an NFL quarterback. Her brother-in law has died suspiciously, and she thinks he’s been throwing games.

This is very much a 51% book. None of the elements are really that bad, and it’s short and breezy. But it falls short of being genuinely good. A bit of this is the premise: Someone who’s studied the actual way that the sports leagues have been two-faced behind sports betting, the actual composition of their management, and the actual composition of the gambling underworld will notice the oversimplifications and inaccuracies. But since cheap thrillers do not have to be accurate per se, I can wave that off.

A bigger problem is the style. It’s written in this first-person classic hardboiled type that I don’t care the most for, and that style is not the best suited for an action-packed climax where the main character performs ridiculous feats. There’s also a bit of tonal clash. The main character’s approach involves Jack Bauer-ing his way to information by beating people up until they talk, but he’s kept alive in a Dr. Evil Deathtrap after being captured because of plot.

This is a 51% book, but it’s a more interesting to review “mean 51%” than a flat “median 51%”.

A Thousand Words: Sonic Adventure

Sonic Adventure

I was a child when Sonic Adventure first came out on the Dreamcast. I was also one of the rare few who got to see it new and firsthand. At the time it looked impressive. Now with hindsight, it’s basically the Yak-38 of video games.

The Forger was basically a tech demo of a V/STOL fighter that got shoehorned into being an operational aircraft out of desperation. It was horrendously underpowered and unsafe. Likewise, this is a massively erratic way to show off all the things the Dreamcast could do more than an actual game. Sonic himself is a barely controllable pinball. Everyone else is there to represent something “new” and “amazing”. Tails can fly. Knuckles is there to have the same kind of collectathon gameplay pioneered in Mario 64. Amy-uh, does, basic puzzle stealth? Gamma the robot does third-person shooting by way of locking on, and Big the Cat infamously has that classic element of a speed game: Fishing. Slow paced fishing at that.

The cinematography in the cutscenes is utterly horrendous with the slightest point of comparison to anything else. And this introduced the storyline elements that would explode to horrendous proportions in Shadow and 06 and remain with the series even to this day. Which is to say, a combination of mystical mumbo-jumbo, Dr. Robotnik/Eggman messing with something he shouldn’t, and tons of new characters with each installment.

What I consider interesting is that Super Mario 64, made by Nintendo from a position of strength, did not do anything like this. It kept the same basic excuse plot as the past installments, and didn’t feel like it had to push anyone new very hard. Sonic Adventure, made by Sega from a position of weakness, had to stretch, and it failed in that regard.

The tragedy of this for the series was that instead of trying to improve the fundamental controls, Sonic Team focused on one gimmick after another. Mechs, teams, guns, telekinesis, anything but razor-sharp platforming. Adventure didn’t cause the famous 3D pit all by itself, but it started the process of digging.

Review: Blind Strategist

Blind Strategist

I’ve wanted a book that dove deep into the excesses of supporters of so-called “maneuver warfare”. In Stephen Robinson’s Blind Strategist, I finally have it. How is it? Mixed. Thankfully, it’s the kind of mixed that makes for a good review.

The book is nominally aimed at John “OODA Loop” Boyd. However Boyd, due to his aversion to writing anything down, his own constantly shifting imagination, and his uh, “difficult personality”, is hard to pin anything on. I do not think it’s a coincidence that Boyd’s teachings are excellent in general terms but almost never work for anything specific.

Blind Strategist spends most of its pages slamming Basil Liddell-Hart and William Lind, who did not have an aversion to writing anything down. It also talks of the Wehrmacht Legend that drove maneuver warfare activism, and defends the oft-criticized William DePuy and his “Active Defense”. (I agree with almost all of the substantial criticisms of Active Defense, but think that in the mid-1970s, the post-Vietnam US Army needed to walk before it could run). Finally, it tries to hold maneuver warfare responsible for the Iraq War’s struggles. Even I think this is going too far, and it doesn’t exactly sound convincing.

Even in its main thesis, this comes across as being overly nitpicky and a little straw-mannish. I do not believe that even almost all of the most devoted maneuver practitioners would deny that there comes a point where you have to close and destroy. Note that I said “almost all”…

…Because Lind is one of those obsessives. And here, weirdly, Robinson arguably doesn’t go far enough. Blind Strategist neglects Victoria, a fantasy where indeed, just doing the right principles and following the right footwork causes the Mary Sue’s enemy to collapse totally without the need for a slugfest. It rightly talks about him trying to shove “third-gen” maneuver war into “fourth-gen” unconventional war, but doesn’t elaborate (and should) on just how he jumps right back to his third-gen map exercises at the slightest opportunity.

I feared this book would go a little too far in the opposite direction, and it does. But I can understand, given the maneuverist min-maxing, why it would do so. I don’t blame Robinson, and if there is room for extreme pro-“maneuver” arguments, there’s also room for extreme reactions.

A Thousand Words: WMMA5

WMMA5

Grey Dog Software’s World of Mixed Martial Arts 5 is an excellent mixed martial arts simulator/tycoon game. It’s best to keep your game worlds small as loading times are still an issue, but that’s the only (small) sour note in a very sweet game. As a tycoon, you can participate in building your own MMA empire, and learn the hard way that trying to do right by either your fighters or your fans has financial consequences.

Or you can just smash the figures together in the game’s Quick Fight mode, which is where I spend most of my time with it. The character editor means you can create anything from all-rounders to monomanical specialists who can’t strike or can’t grapple (or both!) As MMA has even more “moving parts” than boxing, making a proper sim is tough. Thankfully, this delivers.

Review: Invasion Downfall

Invasion: Downfall

DC Alden’s Invasion series is infamous. After reading Downfall, the first installment in the series, I soon found that this infamy is completely deserved. First, the obvious part: This is a book about an Islamic superstate invading the UK. And it has the politics you’d expect from such an invasion novel. Yes, there’s a lot objectionable about it, including the “traitorous fifth column in waiting” trope taken to extremes even by the standards of the genre.

Of course, I found something else objectionable, which is that it started off in a conference room. And we see a lot of those, and not in a well-handled way. At least the “setup phase” isn’t too long, even if what’s going to happen is completely obvious.

When push finally comes to shove, the military action is not exactly a rival to Larry Bond. The enemy uses a surprisingly bland array of mostly western equipment (not helped by later editions trying to make it “contemporary” by erratically changing names), and there are iffy set pieces like an E-3 letting itself get in range of a short-range missile. The infamous “strong but weak” trend that I was already on thin ice about picks up. “The horrible hordes can easily overrun England-but they can lose multiple strategic aircraft in one battle with named characters.” Like a slightly less intense version of Joly’s Silent Night, nearly all of the British military is incapacitated by irregulars before the conventional forces land.

Just a little bit more research and/or imagination would have made the battles a lot better. As would having the opponents actually earn their victory in Operation أسد البحر. The actual book is a “get the conference rooms right, but not the battles” mediocrity.

Review: The Soviet/Russian Aircraft Carriers

The Soviet/Russian Aircraft Carriers

It’s time to ring in the new year with…. another history book. This one is Simon Beerbaum’s book on Soviet and Russian aircraft carriers. It’s not just about the Kiev and Kuznetsov classes, which I feared it might have been. On the contrary, it has everything from pre-WWI czarist proposals to post-revolution plans for converting surplus ships (with limited technology/resources, it would have been easier to finish a large warship as a carrier rather than an armored, big-gun battleship) to never-weres like the Ulyanovsk and Project 11780 Kherson “Ivan Tarava” helicopter amphib based on the Kiev.

This is an amateur enthusiast project, so it has issues with formatting and inconsistent quality in the line drawings. Those are small issues, and if I had a bigger gripe, it’d be that far too little attention is given to the actual air wings of those carriers-the entire reason they’re built. It’s vague, especially when there’s no shortage of equally fascinating never-were carrier planes as well (from the Yak-141 to navalized MiG-23s to other exotics).

Still, this book does what it sets out to do. For a country whose carriers have arguably all been prestige peacocks, a lot of designs were made. If you want an intro to these flattops, you could do a lot worse than this book.

Fuldapocalypse Year In Review

While 2020 was a bad year for everyone, my 2021 was excellent. I made and released my first full-length novel, The Sure Bet King. It was the most fun I’ve had writing a book-ever. Really, it was a great experience. I got to write in a genre I knew nothing about when I started the blog, and know I could do a 100,000 word book.

Writing it was so smooth and fun that I actually thought I could just go right in to making the next book, which didn’t quite click (yet). But one full-length novel is better than none, and that it was a “pop epic” inspired by the likes of Sidney Sheldon (an author I didn’t know about when I started the blog) and about sports betting (A topic I didn’t know nearly as much about when I started the blog) made it all the sweeter. It really showed how the blog’s diversification paid off.

I actually found that in many ways, writing a big-scale book that took place over a long period of time was actually easier than a shorter, narrower-scope one. I could add varied scenes without having them feel like just padding. Of course, now I have the desire to make a more conventional action thriller…