Click the above for a full size screen shot... 20K each.
In late January Rowan released an incredible WWI simulation
with a new graphics engine and some of the best force
flight models yet designed. However, for some would be
pilots with older equipment, the graphics engine was too
demanding. Rowan is about to release an update for 3d
hardware that INCLUDES Force FX
support. Here is a look at the final patch.
Yes, the 3d hardware update is finished, except for
adjustments for the latest release of DirectX. These
screens, taken today, look PHOTO REALISTIC, and the
difference IN SIM is quite stunning. Don't let the shots
fool you, however, it really is this BEAUTIFUL. The feeling
I get in sim is reminiscient of my early days in EF2000. I
had a hard time convincing myself that graphics had finally
achieved so much.
There are two major factors in effect: first is that the
color depth has increased to 16 bits, and second is that
frame rate has tripled. Add to this hardware smoke and fog
effects, and you begin to get the picture. You will not
think you are looking at 640x480. The physical impression
is more like resolution around 1024x768.
3dfx based boards can be used at 640x480, however on a 4Mb
Rendition card the resolution must be dropped to 320x240 to
avoid "texture swopping" when flying long distances. The
higher resolution is possible on the 3dfx card because it
supports 8 bit imagemaps. Matrox cards are not supported on
this version. They do not support all the features required
and so Rowan is doing more research.
My test system is a PPro 180 32 MB with Orchid Righteous 3d
hardware running under Direct3d in WIN95. Thats right, you
won't have to boot out to DOS any longer to get into Flying
Corps. The patch is about 3 meg zipped at this date and
install went smoothly. However, you will have to access the
graphics settings menu within the sim in order to select
the 3d hardware. You will also want to adjust the gamma
settings on your 3dfx board under the Display Properties
tab in WIN95. Mine are about right at 1.6x.
As in other 3d enhanced simulations like EF2000 TactCom,
the fluidity in flight adds a whole new dimension to the
gameplay. Response now feels natural, and if you ain't
turning at a good rate chances are you are either flying
too fast or near a stall.
Once in the sim you can access the joystick menu to select
the FORCE FX. Having done this you will calibrate the stick
then go back to the main menu. From thea new preferences
menu (the one that shows the cake with the CHERRY on
top...!) you may choose to ENABLE or DISABLE stick
stiffness. With Force FX support enabled, stall and buffet
effects will be transferred back to your stick. The stick
will also reflect dynamic pressure and control surface
deflection changes.In the beta I have machine gun recoil is
also present, but not engine vibration. Perhaps this may
yet show up.
In my original FC review I noted along
with others that there were a couple of AI tweaks needed.
Rowan has gone ahead with these changes in the patch, and
AI aircraft no longer spin as readily, nor do they plow
into the ground so often when descending in a turning
fight. These changes may seem subtle, but they will put the
fight on a new footing for many pilots who had learned to
take advantage of these weaknesses when pressed.
Better still, Rowan has now given the player the OPTION of
selecting "AI pilots use complex flight model ALWAYS or
SOMETIMES." Since frame rate will no longer be an issue,
the CPU demands of AI pilots always using the complex model
is no longer a frame rate drag. This is another plus for
players who are looking for more challenge in the sim.
As mentioned, another screen of configuration options has
been added:
translucent smoke: on/off
gun jams: on/off (key to unjam)
tail heavy: on/off
Black out when injured: on/off
Mid air collision: on/off
Priority messages: on/off
Healed pilot destination: either squadron reserve or
Corps pool
AI pilots use complex model: sometimes or all the time
Stick stiffness: on/off
In V1.00, a pilot returning from hospital would go to the
Corps Pool of reserve pilots. This "healed pilot" was only
available to the player after another squadron pilot is
killed or injured. Now, by using the Healed Pilot
destination switch, it is possible to choose to make a
"healed pilot" return to the squadron reserve. The player
can then promote him into an active position by editting
the flight lists.
New AI
Okay, so what is the new sim like? With these numerous
tweaks both feel and execution have changed significantly,
in theory.
You will find that the reality has also changed. First,
terrain detail is photorealistic. It is a bit easier to
spot aircraft at a distance as a result, and if you are
flying high above the ground looking down for those sneaky
scouts they are also easier to spot. Second, the feel and
execution of flight is quite different. You may go
streaking past an aircraft where before it would have
passed you by more slowly. You'll find that dogfights feel
quite different.
Smoke and fog effects are very nice. Clouds and haze look
great and you will definitely feel like you are there when
you up high. It really is quite beautiful.
Next, no more heavy gun hand! If you hold the trigger down
too long your gun WILL jam. This is annoying in the
extreme, and quite realistic! If you are in a turning fight
with two enemies, losing your gun means you have to escape
and avoid until you can get the thing working again. This
can easily cost you your virtual life, just as it did many
pilots flying in WWI.
Escape is no longer as easy as it used to be. Previously,
if you flew low enough and kept on turning sooner or later
your opponent would plow in. This doesn't happen as often
anymore, and if you have selected "ALWAYS" use complex
model for AI pilots, they are considerably more proficient
and much harder to shake. Add to this a selection of ACE
level AI and the challenge is sufficient for any virtual
pilot.
I'm not certain about this next one, but it seems to me
that red out and black out are now more noticeable also. I
used to get away with some serious gs without much effect,
but I can no longer do this. If you pull heavy gs you are
NOT going to be able to see what you are doing. Course, do
this too much in these airframes and you will shed your
wings anyway....!
In addition, jitter on landing and jitter in the flak
fields has been added. Nice effect and definitely adds to
the realism. Add to this some FORCE FX output and this
really is pretty close to sim heaven. I no longer feel the
pain of waiting for RB II!
Note that screen shots have moved from the printscreen key
to CTL P. This generates a TGA file which outputs to the
STILLS directory. Here are some shots from my recent forays
into WWI flight....:
The Thrustmaster files supplied are weak... here are mine.
These files are designed for use with the F22 Pro and the
TQS, but can be easily modified for FLCS.