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MiG Alley Beta

  by Ron "Baron01" McMasters

 

  Avionics

There really isn't much to say here. The cockpit avionics were realistic, except this sim has a really strange heads-up display. I had a difficult time getting used to the 3-dimentional levels for friendly and enemy aircraft. But after awhile, it was easier, and even helped on occasion. The artificial horizon can go. It serves no useful purpose, other than to take up space.

Other gauges and dials worked well. But this is basically a VFR sim, so don't expect to shoot any IFR approaches. I thought the instrument panel was functional and right for this level of flight sim. I never did figure out what the red light on the top of the instrument panel was, though. I figured it was a stall warning light, but I'm still not sure. I didn't see any Master Caution light, but then again, I am not familiar enough with the F-80, F-84, and F-86 cockpit to know if they had one installed.

Graphics

I thought the graphics were excellent. Not outstanding, but more than enough for this sim. Let's face it, if you're tooling around looking at scenery, you're not fighting the war. The vehicles were well done. I even saw people running from them as they exploded!

Trains were also well done, make sure you have roads turned on or they will seem to be running without tracks. Scenery was good, but the buildings were not as detailed as I would have liked. I didn't know which buildings were potential targets and which were blocked scenery. I also had a difficult time finding targets on my own.

Other areas I liked included the reflections off the canopy, contrails, and the clouds!! The transition through the clouds was impressive. The effect was almost good enough for the novices to experience a little spatial disorientation. Over all good job.

Explosions were well done, especially on the ground. I was impressed with how aircraft exploded when destroyed. Another thing got my attention - As I took off on an early mission, what do I see in front of me, but a flight of F-82's!!! Seeing twin Mustangs really perked my interest. That showed another aspect of their attention to detail in the types of aircraft used in Theater. There's more, but I won't tell you what they are.

Click to continue

 

 

Campaign Mode

Sounds

I thought the sounds were pretty good. I liked the throttle-up on the engines, the wind racing in the cockpit when it had been shot up, and the other sounds. Overall realism was good.

Campaign Mode

I found this simulator much easier to navigate through than some of the newer sims, such as Falcon 4.0. Others may find differently, but I liked how the pre-mission setup was mapped out. I found it easy to plan for flak suppression, strike waves, and alternate routes in case of damage. One of the really neat features is the ability to plan the entire campaign at the strategic level as the Theater Commander. You can monitor each pilot's skill, mission results, fatigue, and promotion potential.

As aircraft are introduced into the Theater, you'll monitor attrition rates, plan tactical and strategic missions, and move aircraft and squadrons to different bases to maximize utilization and success rates. You'll agonize over the same types of strategic battle decisions that commanders have always had to make under the pressures of deciding who lives or dies. Your analysis, planning, and execution of missions will determine the outcome of the war.

Or you can just fly airplanes and let the computer worry about the big stuff. If you wanted strategic control, be careful: If you don't manage the fights to maximize destruction of slowing of munitions to the troops, or look at the bigger picture, your campaign or war will be over before you even get started. Don't think like a pilot…think like a commander.

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Last Updated November 20th, 1999

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