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Page 4

Flight Model

The flight model in our version is not complete, and this makes it difficult for us to judge how accurate or inaccurate it may be, but in the realistic mode Gunship!'s flight model will include cross-coupled controls, transitional lift, and ground cushion effects. The development team had their pilots testing the final version of the flight model earlier this week, and the next version we receive should have a model that more closely resembles the release version model than our current build's does. An interesting quote from the last attack pilot who flew the latest build - "This is just squirrelly enough to be real." His response to the flight model was excellent by all accounts, and we'll update our preview once the new version arrives.

Graphics

One of Gunship!'s best attributes is its superb graphics. The graphics are arguably the best seen in any simulation to date. Resolutions up to 1600 x 1200 x 32 bit are available, and if a powerful enough PC is used, maxing the video options out is a must. Using a celeron 500 with 128 megs ram and a TNT2 Ultra, we found that the simulation did bog down a little bit when things got hectic, but for the most part was very playable. A P3 800 with 256 megs ram and a GeForce DDR will allow you to run at maximum resolution without missing a beat.

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Fig. 8. Muzzle flashes from two MBT's.

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Fig. 9. Turret blown off....Jack in the box!!

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Fig. 10. 9 out of 10 physicians agree this is harzadous to your health

The terrain in Gunship! is very nicely done, and the buildings, trees, ridges, etc., are exceptional. The trees are similar to those in M1TP2, but they are much more densely packed, giving the sense of a thick forest. Vehicles can duck into a thickly packed patch of trees, and this will usually cause weapons already in flight to detonate prematurely. Of course, the trees and buildings can be used to mask your own helicopter. When flying nap of the earth, there is little else more satisfying in a helo sim than having trees go by that stand taller than your aircraft's altitude. Using NOE and pop-up tatics properly is devastating to enemy units, thanks to the protection given by the buildings and trees in Gunship!. Depending on their density, these objects will mask not only your visual signature, but also your radar and IR signature as well.

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Fig. 11. Notice the hot surfaces....

The lighting effects are cool, and while the sun is very bright, the storms are equally dark. The effect of fog and weather is good enough that it affects sensor and weapon performance. The IR system's performance fluctuates a great deal depending on the weather and time of day. To the pilot's naked eye during a storm or bad weather, a target at a thousand meters or less may be invisible, yet the IR systems in either the PNVS or TADS will not only detect the target, they will show which parts of the vehicle are the hottest. Rain is modeled in the simulation as well, and it will change according to the weather or your aircraft's position.

Weapon and explosion effects are similar to M1TP2, with bits of destroyed vehicles being scattered around. Turrets on MBT's will blow off (jack in the box) from time to time. Rounds that don't penetrate armor will ricochet off and fly for a good thousand meters or so in their new direction. A good example of how good the weapon graphics are is when we flew up to a couple of ZSU's and they both open up. The amount of tracer fire coming at our bird was insane.

Things such as smoke trails, rocket motor ignition, and muzzle flashes are included as well. We saw a question in the forums regarding missiles pylon graphics. Yes, the missiles do leave the rails, and the missile tubes on the Havoc show their cap missing after each round has been expended.

The aircraft and ground unit graphics are extensive, and the only thing missing is the pre-mentioned infantry. Pilots and gunners will traverse their heads while scanning for new targets, and vehicles will kick up dust when they take off or while moving at high speed. MBT's will traverse their turrets while searching for enemy targets, and watching those poor British Challengers retreat at flank speed with their turrets pointing backwards, hopelessly trying to engage the onslaught of enemy armor had us on the edge of our seats, waiting to see the outcome.

Missions

Gunship! will have about a dozen single player missions and five campaigns, each with a like number of missions. The Battle Builder is functioning in the build we are using, and it is a very powerful tool for building single battles. The entire order of battle in the simulation can be placed within the 16 x 16 km map, and everything from waypoints to weather can be set in the menus. We'll have a closer look at the builder once the game is out.

The campaign structure is similar to M1TP2, with the ability to change crewmembers and award them medals and promotions dependant on your performance. The in game map is also reminiscent of the good old days in M1TP2. The functionality and interface is virtually indistinguishable between the maps of both games.

 

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