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.
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.