"In December of '97 DiD released F22: ADF. Virtually every area of game play was expanded or improved beyond EF2000. The graphics component improved terrain, objects, effects and damage textures and even added multiple cloud layers. Lighting effects weren't up to Longbow 2, but missiles glowed and explosions were spectacular.
However, F22: ADF lacked a dynamic campaign, which appeared in Total Air War. As a result the missions lacked some life, and many players complained that the goals were unrealistic and keyed too closely to waypoints.
What had happened was that the project became too time consuming and had been split into two components. This provoked quite an outcry, since many gamers felt that DiD had gone back on a promise. But the economic realities were pressing.