Warbirds 2.0

By: David 'Cap'n Trips' Finkelstein
Date: Sept.8th, 1997

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DISCLAIMER:

I am a former employee of Interactive Creations Inc. (now iMagic online), the company that produces WarBirds. It is not my intent to "sell" or promote WarBirds via this article. The full working version is always available as a free download from Interactive Magic Online. Interested readers may obtain the software free of cost and make their own judgements, thus it is my opinion that any conflict-of-interest issues are thereby mitigated.

TEST SYSTEM

  • Intel Pentium Pro 200 CPU (512K internal L2 cache), OC to 233 MHZ
  • Tyan Tacoma (S-1672) motherboard, 32Mb 60ns EDO RAM
  • Quantum Fireball 2.0Gig EIDE HD
  • Acer 18X IDE/Atapi CDROM
  • STB Lightspeed 128 (Tseng ET6000) 2.25Mb MDRAM
  • Sony 17sfII monitor
  • Creative Labs Soundblaster 16 (non-PnP)
  • USRobotics Sportster 33.6 internal PnP modem
  • Thrustmaster F22Pro, TQS, and RCS
  • CH Products Gamecard3 Adjustable gameport
  • Microsoft Windows95 release2 (OSR2), DirectX5

Introduction

WarBirds is an Internet-based large scale multiplayer flight sim based on WWII era aircraft and weapons. At any given time, you can find people from all over the world online on the iMOL server, slugging it out for air supremacy in the unfriendly skies of the Warbirds arenas. Considered by many to be the most realistic re-creation of WWII aerial combat, WarBirds is probably best known for its painstakingly modeled aircraft and its ultra-realistic gunnery and damage system. WarBirds supports both Windows 95 and Macintosh platforms.

Version 2.0 is the latest release in the WarBirds series, and the first to get a new version number in front of the decimal point since version 1.0 made its debut in December of '95. In this article I will attempt to report and detail the changes in this latest release.

DOWNLOAD and INSTALLATION

WarBirds 2.0 comes in three flavors for downloading. The full version is a 15.8 megabyte file containing the WarBirds application and the entire suite of 640*480 resolution artwork. For those who don't want to spend quite that much time, a 6.6 megabyte "base" version is also available. The third download option is a small 2.2 megabyte updater, but this file will only update the 1.99r2 beta version to 2.0. Users of version 1.11 will have to bite the bullet and download the base or full version of 2.0

The base version is fully functional, but only contains cockpit artwork for the F6F Hellcat. You can still fly any of the aircraft, but the cockpit will always look like that of the Hellcat. Most WarBirds aircraft enjoy a significantly better rear view than the F6F, and most players will want to download additional artwork for their favorite planes. Individual art files are available at iMOL's website, or players can grab the full art packages which contain the art for all the planes. WarBirds art files are available in both 640*480 and 1024*768 resolutions, but all but the fastest machines will probably choke trying to run version 2.0 in the higher resolution mode. The complete 640 and 1024 art packages are a 9 and 20 megabyte download respectively. Good news for WarBirds 1.11 players... your 1.11 art files will work in 2.0, and you'll only need to download the Hurricane, Bf109E and Bf110 art to be current.

All three installation packages downloaded and installed without problems, with one minor exception; the 1.99 to 2.0 updater did not include the new terrain file that the online arena expects... anyone using the updater to go from 1.99 to 2.0 will need to download the terrain file from iMOL's ftp site. This fact is not mentioned on the iMOL download page. To grab the terrain, point a web browser to: "ftp://icigames.com/pub/wbfiles/terrain/" and grab the "wbsea1.exe" file. Place it in your WB2.0 directory and execute it to unpack the terrain file. Both the full and base install packages did contain the necessary terrain file.

WarBirds 2.0 now installs to a different directory than previous versions. I always recommend installing software to the default path, but in this case it's an especially good idea. Some of WarBirds 2.0's config files are different and possibly incompatible with older versions, and attempting to install to a directory that contained version 1.11 may cause problems.

NEW FEATURES AND CHANGES

A. ROLLING TERRAIN RETURNS

A modified version of the Graphic Simulations Corporation's Hornet3 graphics engine brings a whole new look and feel to the game, providing the naturally rolling terrain that had been absent (and missed by many) since the beta test and version 0.91(versions from 0.92 through 1.11used the Hornet2 graphic engine, which featured flat terrain.) Terrain and objects are still flat-shaded, with no texture mapping, but the overall result makes for a very attractive change from prior versions. In addition to the rolling terrain, light-source shading of objects, atmospheric haze and sun glare are now supported.

The new look has its price; iMOL has upped the minimum system requirement from a 486-66 to a Pentium 90. Initial reports seem to indicate that while a P90 will indeed run WarBirds 2.0, the frame rate on machines below P166 class may drop to unacceptable levels when many objects are on screen. Frame rate is an issue unto itself, and acceptable performance is a highly subjective matter, but there can be no doubt that there will be some complaints about the new graphic engine's speed by some. Hardware upgrades are one solution, and an even more attractive option is in the works; an OpenGL version is in the final stages of development, which will offer texture mapped graphics and harware graphics acceleration on OpenGL capable machines.

My PPro test machine handled 2.0 quite easily, with good frame rates in either 640*480 or 1024*768 resolution. I like the new look of the game, and I think most people will be quite pleased by the rolling terrain and atmospheric hazing effects. Light sourcing is a more subtle effect, but once i noticed in a close-in dogfight I was truly impressed. One effect that I can live without is the sun glare. In my opinion, the implementation is too severe, and I believe it presents more of an annoyance than an enhancement in its current form. I'd much prefer to see a more gradual sun glaring effect, strongest near the sun and fading with distance, but I don't know if the graphics engine can handle such an implementation.

NEW AIRCRAFT

Every update of WarBirds has been accompanied by the addition of new aircraft, and version 2.0 continues this tradition. The following aircraft are new to 2.0:

Messerschmitt Bf109E-4

The Luftwaffe's standard fighter throughout the war, the Bf109 in its many variations was the most produced fighter of WWII. The E model was considered by many to be one of the best variants produced. The Bf109E was more than a match for the Hawker Hurricanes and Spitfire MkI's flown by the RAF during the battle of Britain, but limited operational range reduced its time over target capability severely during that conflict.

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The Bf109E-4 joins the F-4, G-6, G-6/R6 and K-4 variants. While it will be the slowest of the variants, it will enjoy the best turning performance. The 109E sports a pair of 7.9mm machine guns in the cowling, and a pair of 20mm cannon in the wings.

Messerschmitt Bf110 (C-4 and G-2 variants)

A big twin-engined aircraft, the Bf110 was designed as a bomber destroyer and also saw fighter/bomber and escort service. It may have acquired a poor reputation due to its use as an escort fighter during the Battle of Britain; it was too vulnerable to attack by single engined fighters of the day. It went on to see duty as an interceptor and later night-fighter variants were especially successful.

The Warbirds 110C-4 will carry four forward firing 7.9mm machine guns, a pair of 20mm cannon, and a single flexible 7.9mm rear mounted machine gun. While it will enjoy better turning performance than the G-2, it is not likely to be a match for most single engined fighters, and will probably see little general arena use.

The 110G-2 will be the firepower king of the arena. Four forward firing cannon (a pair of 20mm and a pair of 30mm!) will rip anything in its path to pieces. The WarBirds 2.0 online documentation sums it up like this: "Can you say buff hunt?" I expect this plane to be the headon champ; anyone foolish enough to attempt a headon against a G-2 will likely find their plane in several pieces during the merge. Those few who are lucky enough to survive the inital pass with a somewhat flyable airplane will likely be little more than fodder for the twin 7.9mm equipped gunner in the rear.

Hawker Hurricane (I and IIc variants)

One of the RAF's early monoplane fighters, Hurricanes were more numerous during the battle of Britain than the more famous Spitfire. A fabric covered steel-tube fuselage and metal covered surfaces made the Hurricane strong and easy to produce, but performance was not quite up to the standards of other fighters of the era. After the Battle of Britain, Hurricanes were typically used for ground attack and anti-tank duty.

The Hurricane I may see little arena use; its performance is not likely to be up to the standard of more modern aircraft available. Those who do choose a Hurricane for arena use will probably opt for the IIc variant; with its four 20mm cannon should help it out considerably against the more lightly armed dogfighters.

Supermarine Spitfire MkIa

More than a match in most respects for anything in the Luftwaffe inventory, Spitfires in all their variations kept pace with their rivals throughout the war. Famous for its unique elliptical planform wing and high speed, the Spitfires were perhaps the most famous fighter aircraft of all time.

The MkIa joins the later MkV and MkIX variants. Armed with eight .30 calibre machine guns, the MkIa will probably be the best turning but slowest Spit in the arena. I expect this variant to see the most use in scenarios, as most later war aircraft should prove to be more than a match for it Grumman TBF-1C Avenger

A light bomber and torpedo aircraft, the TBF replaced the U.S. Navy's obsolete Douglas TBD Devastators which were suffering heavy losses against the Imperial Japanese Navy.

The TBF carries two forward firing .50 caliber machine guns, a single .50 claiber machine gun in the dorsal turret, and a .30 caliber gun in the lower radioman/ventral gunner position. Equipped with a bombsight, the Avenger can carry 2000 pounds of bombs or a single torpedo in its internal bomb bay.

Bell P-39 Airacobra

While the P39 is not a new addition to WarBirds, I mention it here because its flight model has been completely revamped for 2.0. Armed with a 37mm spinner-mounted cannon, the P39 could deliver a tremendous punch, but bringing that cannon to bear on anything but an overloaded bomber was a difficult feat in prior versions. While the 39 still won't win any performance contests in version 2.0, it won't be quite the sitting duck that people have come to expect.

USER INTERFACE

WarBirds has always had a rather steep learning curve. Part of this has no doubt been due to the somewhat arcane "dot command" language of the game. For example, to fly with a 30% fuel load, a pilot had to type ".fuel 30" in a command line while in the tower before flight. Similar commands controlled ordnance loadouts, gun convergence and nearly every other aspect of the game.

iMOL has implemented a graphical interface that should ease the transition into the game. To set fuel or convergence, a player now needs only to click the mouse the appropriate area of the aircraft selection screen, and ordnance loadouts for each plane are clearly spelled out and can be selected at the touch of a button. A "more info" button in the aircraft selection screen brings up a page of historical and in-game information about each aircraft.

Much of this information was previously contained in the help file, but earlier WarBirds revisions required quitting from the game to view the help. WarBirds 2.0 moves much of this info directly into the game itself, where it is most often needed. A standard help file is also included, which covers most aspects of setup, connection and gameplay. A "help" button is available in the control tower, allowing the help file to be called from within the game. Almost every aspect of the game is now directly controllable from the graphic interface, which in my opinion can only help newer players. Experienced players will be happy to know that all the "dot commands" are still functional.

STILL MORE CHANGES

WarBirds pilots will now have to cope with a bigger variety of anti-aircraft weaponry. While previous versions' ground defenses were limited to .50 caliber machine guns of very limtied range, 2.0 introduces 20 and 40mm anti aircraft guns with nearly twice the effective range of the fifties (this greater range is somewhat offset by lower muzzle velocities and slower rates of fire, however) and 88mm high altitude flak batteries which can "reach out and touch someone" as high as 30,000 feet... Flak is not terribly accurate, but it only takes one hit to deliver tremendous damage. Near misses by the flak are not only seen and heard, but felt as a distinct shake, a very nice touch.

Each of the four WarBirds countries will once again have its own naval fleet. When fleets were first introduced back in version 1.05, there were four as well, but later versions reduced that to one fleet, owned by one country at a time. The fleets in version 2.0 will be sinkable (along with animated sinking effects), but they will not be capturable assets.

Airfield layouts have been redone, with the general consensus indicating that airfield capture will be a more complicated and difficult affair than in previous versions. More ground assets and a less linear layout will make for tougher bombing missions, and the limited sight distance due to atmospheric haze will make for tougher navigation than in earlier versions, where it was possible to line up a bomb run visually from forty or more miles away. The previously mentioned anti aircraft weapons will make low level fighter/bomber field attacks much more dangerous than before. Runways at forward fields seem narrower and shorter now, but this may be due to the fact that they no longer have wide dirt areas surrounding them. Expect takeoffs and landings there to be a bit more challenging than in prior versions.

Online player ID's have been lengthened to six characters instead of the previous four. I'm not sure I like this particular feature. I find myself turning ID's off when lots of friendlies are in the area, as the extra characters seem to make for a more cluttered look on screen.

One change that was cause for worry for me was the loss of the "serial" connection option. All online connections are now PPP only. I had always felt that my connection was better under the serial option than via PPP, but this hasn't proven to be a problem yet, even with upwards of 100 players online in the 2.0 arena. Given the fact that a significant portion of iMOL's bandwidth is taken up by downloads (a common occurrence with every new WarBirds release), I'd have to say that the 2.0 arena was remarkably smooth.

HEAD TO HEAD

In addition to the DirectPlay head to head modes, WarBirds 2.0 will support direct TCP/IP connections without DirectPlay, allowing for Mac vs. PC head to head for the first time. It's impossible to predict how well this feature will actually work until the Mac version of 2.0 is released, but I'm hoping it will go smoothly and allow Mac pilots to get in on the head to head action. Head to head play is still limited to two players only.

OVERALL IMPRESSIONS

While the changes from 1.11 will result in a different online atmosphere from that of previous versions, it's hard to get a true feel for the gameplay in the new release at this point. The only online time available has been limited to beta tests and some free time this weekend in conjunction with the European ECTS trade show. At the moment, the arena seems to consist of a massive furball in the center of the terrain, which is constantly fed by the four central fields, everyone online apparently most interested in getting into a plane and finding the fight as soon as possible. This will undoubtedly change once the 2.0 arenas begine full time operations. The effects of more difficult field capture and high altitude flak on the arena remain to be seen; at the moment I'm cautiously optimistic, and looking forward to seeing how things will shake out.

LIKE/DISLIKE

Things I disliked: Severe sun glare implemetation, six letter player ID's, still no strategic elements.

Things I liked: Everything else!




Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=104&page=1)