Title: Jane's WW2 Fighters: Beta Preview By: Len 'Viking1' Hjalmarson Date: October 29th, 1998 866 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
The days we have awaited for months are upon us: the arrival
of the first of the handful of pre Christmas World War 2
sims.
Microsoft's Combat Flight Sim is already on shelves. Next
week Microprose European Air War hits the stands. And on my
desk sits a new beta of Fighter Squadron and Janes WW2
Fighters. (For AV8Rs review of the demo see WW2 Fighters Demo).
P38 on tarmac.
I've just spent a half hour with WW2 Fighters attempting to
gather some initial impressions. Let's look at this new
arrival from three perspectives: a multimedia product, a
game, and a military flight simulation.
Janes Multimedia Product
The interface is striking, to say the least. Janes has
continued to develop their virtual interface since the
early Longbow days, and the metaphor of the military base
becomes the military museum for this release.
From the Museum one can visit a variety of collections:
movies, aircraft, and historical data. For example, one can
watch a film clip from the second world war. Or, you might
click on a statuette to view information on a famous ace.
Finally, you can also visit the aircraft on display, pan
around the outside, or even hop into the cockpit. A tour
guide tells you about what you are seeing.
The Game
As a game WW2 Fighters is brimming with atmosphere. Layers
and patches of cloud and fog, the pastel shades of sunrise
and sunset, special effects to dazzle the eye: it's a
graphical feast!
But more than merely a feast, its a canvas. It brims with
atmosphere, and it shows the artists touch at every pause.
Sometimes it borders on surrealism, but mostly it is simply
beautiful.
The music is also striking, however. As I lifted off the
runway I realized there was something oddly familiar about
it all. Had I been here before in a previous life? Sorry, I
don't believe in reincarnation. Well, maybe it's Jung's
collective unconscious... Ah, I know! I've been here in the
movies!
I think the best description of the game, from the
feeling/experiential perspective, is a sense that you are
flying in a WW2 movie. I love the music. Some are going to
turn it off, but others are going to play this game for the
atmosphere alone. If the artists at Janes don't win awards
for this one, something is wrong with the Universe.
Sound is excellent, voice is excellent, as it must be if
immersion is the goal. There will be support for Creative
Labs new architecture in the Sound Blaster Live, which will
likely be THE sound board of choice for this simulation.
But what about frame rate? Well, if you have the hardware,
you can crank settings to the max and still get 15 fps. I
threw the beta on my PII450 with TNT, notched resolution to
1024x768, cranked effects to the top, turned cloudlayers
ON, set terrain detail to 3 (4 is the top), and moved
object detail to the top. I also selected COMPLEX engine
sounds which adds depth and detail to the sound modeling.
Ground padlock.
Even with this robust configuration I was obviously pushing
it, yet I managed around 15 fps until the scene became
busy. Probably the lowest I saw on these settings was 10
fps.
But typically, Janes is big on flexibility, and if you run
at 800x600 with effects at the middle setting and cloud
layers off, you will have no problem on a PII 266. I tried
this configuration on my PII 300 with Matrox MGA G200
(about 60% power of the TNT) and was still around 15 fps.
The Military Flight Simulation
As a simulation this one will have plenty to boast about
too. Usually attempting to fire your guns on the runway is
a waste of time: someone fixes the guns on most simulation
aircraft to prevent this. Not so in WW2 Fighters!
My first burst from the P38 Lightning was met with an
outburst of surprise from the pilot in front of me. My
second shot was likewise noticed. When I hit the rockets
things started coming apart out there!
Likewise ignoring standard formation and taxi procedures is
not well received. The tower will badger you from the time
you start your engines (or fail to start them) to the time
you take off.. our of order!
Initially I had forgotten the start engine key, so I sat
there wondering what to do..... I've forgotten exactly the
phrases, but it was more or less like this...
TOWER: Reflex Blue Flight you are holding things up out
there.
Pause...
TOWER: Reflex Blue Flight hurry up!
More time passes...
TOWER: We're waiting for you, please start your engines.
And then, as I revved em up and sprinted along the
tarmac...
TOWER: You are out of formation, please rejoin the group...
And as I turned and sprinted along the ground back toward
the group..
TOWER: You are not following recommended taxi procedures.
And as I took off without the group from the tarmac in
front of the tower..
TOWER: What the hell do you think you are doing?
Heh! Gotta love it...
It's too early to comment on flight modeling and enemy AI,
but it's at least in the Janes ballpark, and quite a bit
beyond the USNF/ATF series. The aircraft seem stable, but
if you push them you can find yourself in a spin. I've only
flown two types so far and need more time for research.
Physics and ballistics modeling seems excellent. There are
three levels of realism for weapons modeling (four for
flight). You have seen enough of the screen shots to know
by now that attention to detail is extremely high.
I am personally greatly impressed by the flexibility of the
view system. A player can pretty much set up anything they
want in WW2 Fighters, including the use of padlock, no
cockpit views, windows, and even an assortment of pop up
gauges to add to a variety of basic viewing choices.
Pop-up avionics and target view box.
Head down in the virtual cockpit. Last week I took a quick
hands on look at the WW2 Fighters
beta. Some weeks back AV8R reviewed the demo (see
WW2 Fighters Demo).
I've had many questions about mission options. Here is the
top of a screen from the INFO booth in the virtual museum.
As you can see above, the listing includes Single Missions,
Campaign, Quick Missions, Multiplayer, and the Mission
Builder.
Mission Builder. Click for 800x600.
Now this isn't the mission builder from F15, but its a
functional component none the less, and much easier to use
than the unit in Janes F15.
One of the innovative tidbits of the setup routine is the
placement of TWO icons on your desktop. As you can see
below, there is both a WW2 Fighters icon as well as a FLY
NOW icon. Neat idea for those times you just want to leap
into the air and take on the bad guys = )
Main Interface.
The main interface is the Info room in the air combat
museum (notice the FLY NOW button top center). The Info
room gives you access to information about the period,
aircraft and the forces involved in WWII. From here you can
pan your mouse left to access the Hangar, or right to
access the War Room. Each of these rooms allows access to
other components, and you will spend most of your time in
the War Room.
The Hangar. Click on any aircraft for a close up panning
shot. Click on most major parts for an inside look and a
voice over tour.
The War Room.
The War Room offers access to all the simulation elements
of the game as well as text and video interviews with
actual WWII aces. The simulation elements are these:
Multiplayer
Campaign
Mission Builder
Quick Missions
Single Missions
Mission Builder and Quick Missions access screen.
Single Missions GUI. There are twenty single missions to
choose from. The interface used for selecting missions and
setting various simulation parameters is the same as single
mission selection below.
The Quick Mission Setup allows selection from four levels
of challenge (Ace to Novice), type and number of aircraft
you will fly against, as well as the parameters in the
screen cut below...