MiG Alley: Beta Preview

By: Len 'Viking1' Hjalmarson
Date: 1999-06-21

It's late summer, 1952, and I am piloting an F51D Mustang in Korea in support of the ground offensive. On this particular mission we are carrying napalm and hard bombs, and I am leading the second flight of four aircraft.

We pull low over a hill, and something catches my eye at the edge of my vision. Damn! The telltale glint of sun off a canopy indicates bandits coming in at 10 o'clock high. A flight of four MiGs is bearing down on us and we are forced to drop our ordnance as we pass the crest of the hill.

I call the element to break right and my wingman and I break left. It won't be an even match but my pilots are all WWII vets and can push their aircraft to the maximum...

P51
MiG Alley Mustang

F51
Inbound in F51D

Welcome to MiG Alley

MiG Alley is based on the Korean War: 1950-53. It was the first conflict that saw major jet vs jet dogfights, but in this transitional era there were also jet vs prop encounters. Flyable aircraft include all the following with the exception of the B29 and F82.

The Campaigns

The conflict started in 1950, and Rowan models the beginnings with a sequence of small contained mini-campaigns. The face of the war changed constantly throughout the first year and much as they did with Flying Corps, the designers felt that approaching each key turning point as a separate campaign was the way to go.

Sabres

The mini-campaigns cover such moments as North Korean's initial shock invasion of the South, the UN's desperate defence at the Pusan perimeter until the Inchon landing, the Chinese Intervention and UN retreat from North Korea, and the appearance of MiGs in MiG Alley.

1951 sees the beginning of the "Spring Offensive," the main Campaign that covers the period from January to July when the Reds are preparing for their big offensive. At this stage UN ground forces have stabilised a front line and the war could go either way. During this campaign, the player takes on the role of Supreme Air Commander and must manage the entire UN effort in support of the ground forces. This covers the whole country and every aspect of warfare.

By 1952 the war turned into a bloody stalemate with both sides trying to gain advantageous positions before the end of the peace talks. During this period, the player is given the chance to fly special missions like an attack on a Hydro-Electric dam.

Planning
Mission Planner

The campaigns revolve around the map screen which is essentially a Mission Planner. Rowan has enabled three distinct methods of mission generation depending on how much involvement in the process the player prefers. This is a VERY powerful tool and you can get much more involved than you can with Falcon4.

Up to ten completely independent missions can be set up for any session, with each mission consisting of up to six waves of aircraft. A "wave" is made up of the Strike or Main Duty Group that can be supported by an Air Cover Group and an AAA group. Each wave can have its own Time on Target. This system allows the player to design many small missions or a few complex missions in a session. You even manage the pilots themselves!

"The Mission Structure has been designed to allow you to generate missions that were typical during the conflilct. For instance, due to limited fuel capacity, Combat Air Patrol aircraft could only stay on station for about twenty minutes.

"MiG pilots soon realized this and so they waited until the Sabres started to leave before mounting an attack. In this situation the Sabres were vulnerable because they did not have fuel to stay and fight and also get home. To combat this tactic Sabres were organized into waves so that as one wave was ready to leave another was just arriving."

In the Mini-Campaigns that introduce the Spring Offensive, the player will have to earn promotion to leader. In the "Spring Offensive" itself the player is in overall charge and can fly in any position.

The Dynamics of MiG Alley

With MiG Alley Rowan makes the move to a fully dynamic campaign system. The campaign engine tracks ground forces, aircraft, and supply routes throughout Korea, and uses these factors to determine the status of the war. Intelligence includes daily briefings which list major events and the capture of important targets.

Footage

Sound familiar? The only campaign system currently out there to date which has this much depth is found in Falcon 4.0. In fact, Rowan claims that their campaign will rival that of F4 in scope. In fact, in terms of player control MiG goes beyond F4, and the interface is much better and easier to manage, although the campaign is not real time around the clock as in F4.

Planning
MiG Alley

In MiG Alley you will assume the role of Supreme Air Commander, assigning squadron directives and dividing your forces between Air Superiority, Chokepoints, Supply, Airfields, Roads, Railways and Army support. You will also determine rest periods, so it is possible to reduce efficiency by straining your pilots.

The computer generates the missions, laying out waypoints and targets, and assigning pilots and loadouts. You man alter pieces of the generated plans, or scrap them and build your own. The mission planner is well designed and includes typical filters allowing display of the elements you choose: civilian targets, specific types of military units, elements of the supply network, defenses, or airfields.

Wingman
F86 Wingman

Directives
Directives Control Interface

"Mig Alley has a far more strategic feeling to the sim, and you succeed by going after the Red Army's supplies. Mig Alley keeps track of supplies so you can instantly see just what your action has meant to the enemy ability to prosecute the war. The close air support action is intended to keep the UN from being overrun.

"The overall picture is this: There are 3 main enemy supply routes supplying three parts of the front. It's your job to keep these supplies from getting to the front in any numbers. When and if they do then you'll have to do more CAS missions to stem the tide to keep your boys from getting overrun. Problem is, if you have to spend your aircraft resources on CAS missions the supplies will keep coming. So it is a matter of balance and effective missions. You waste a mission and it hurts." -KC23

While the ground forces are under AI control they are there for you to see and interact with and you will see them fighting when you fly over battle areas. Ground attack missions will include the use of bombs, rockets, and napalm.

In active battle areas you'll see troops march to positions using the safest avenue of approach, then attack or defend them. Armour and artillery are present and you'll see their fire.

Troops will even react to the presence of UN aircraft. Communist troops may try to hide or scatter for protection. CAS missions should be great, though there are new challenges, like figuring out if you attacking a UN or a Communist held position. Luckily, Mosquito liason aircraft patrol the zone and can help you out.

MiG Alley includes the modeling of the Forward Air Controller (FAC), and you will sometimes be directed to your target with smoke markers. You can even interact with the FAC after a bombing run if you need another go.

Gear Down
MiG Alley: Gear Down

Naturally MiG Alley will offer full radio comms with your wingmen and ATC. While the menu system isn't complete in the beta I have some of the voice is in place and is nicely done. The final will have more voices in place so that you can distinguish your wingman and a separate flight.

Gear Down
F80C Shooting Star

Better yet, I've been experimenting with Game Commander and have found it is PERFECTLY suited to this type of comms control. In fact, in MiG Alley I've been testing it with views as well as comms and have found it very reliable.

Cockpit
Zoom Out Cockpit View

The difference when using voice control is astonishing. The feeling is much more immersive. I tell my wingman to "BREAK LEFT" and he responds, and I haven't had to look for keys or remember where the command is programmed. Obviously, this works beautifully for answering queries or comms with the tower or FAC as well.

Take to the Air

My first flight was a free flight to get a sense of the Sabre itself. The feeling of flight in MiG Alley is great, although the early Sabre jet is not a forgiving aircraft. I've encountered some nasty spins, but I've also taken out a few MiGs without much practice (on high realism but low AI settings, that is. For more on the flight model see last year's interview.)

In my next flight I chose a simple "target practice" routine where I was on the tail of a MiG 15. My speed on entry into the mission was excessive, however, and I passed the Mig in a couple of seconds, whereup he decided to that turn about was fair play. My Sabre bore the scars of his efforts. After repeating the mission a couple of times and taking some shots of the action I evened the score.

MiG 15
Padlock on MiG 15

F86 damage
Damaged Sabre

For my third flight I entered the first campaign. Here are some of the briefing and planning screens. (Note: Click on most shots for a larger image. The interface runs at 1024x768, but I have reduced some of the full size shots to 640x480.)

Brief

Dossier

Squadrons

Intel

Flight Details

Wind and weather affect your flight as well as visibility. You can turn off wind gusts and wind effects individually if you are a newer pilot and don't want to deal with the hassle. More experienced sim fliers will enjoy the challenge.

Recon Photo
Target Recon

The light source shading is perfect, and I feel that I am looking at a real aluminum skin instead of a simulated aircraft. The terrain is beyond Flying Corps Gold and looks great. But let's talk about some of the innovations in modeling.

Prefs

First, the padlock system mirrors the options of Flying Corps and is oriented to give you the most help possible while dogfighting. You can choose to have autopadlock On or Off, and you can also choose to have padlock switch from an interior to exterior (player to target) view. I personally like this system very much.

Surface Reflection
Note the reflection 1 o'clock high.

Furthermore, the padlock view affords a number of other indicators to help your SA as well as your orientation. Top right you see the horizon ball, top left the "radar" overlay. In addition, you have the cockpit reflections, and if you use the fixed view you will have a red indicator ball (like the X in EAW) floating around the edge of your screen to indicate the direction to pull to the bandit.

Second, an innovation for MiG Alley is surface reflection that will signal to you the position of an aircraft that is beyond your visual range. The glint off a cockpit or shiny metal surface will often be your first clue that other aircraft are nearby. (Click for another sample.)

As we are seeing in other current simulations, exhaust smoke and conn trails are also modeled. I was pleased to see that damage modeling extends beyond the damage effects to the skin of the aircraft itself.

SUMMARY

MiG Alley is looking hot and may yet be the best sim of 1999. With detailed mission planning, sweeping strategic control, great dogfighting action and SIX different aircraft to fly, MiG Alley will be a virtual feast for sim pilots this fall.

Check out the Korean Conflict History Gallery




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