Title: The Roar of Engines: Prop Sims 1998-99 By: Len 'Viking1' Hjalmarson Date: May 8th, 1998 1062 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Click image for a complete table listing.
Incredible as it may seem, the concept of the centrality of
air superiority is not a recent invention! Luftwaffe leaders
acknowledged the need to gain air superiority even in their
prewar writings. The first Luftwaffe chief of the general
staff, Gen Walther Wever, listed the need "to combat the
enemy air force" among the Luftwaffe's priority tasks.
Prior to the Polish campaign, Gen Hans Jeschonnek, a later
chief of staff, wrote that:
"the most proper and essential task is the battle against
the enemy air force, and it must be executed vigorously and
at all costs. The second task, the support of the army, in
the first days of the war cannot claim the same level of
importance.... What may be achieved in the first two days
by using one's own air force against an opposing army does
not compare with the damage an enemy air force may inflict
if it remains battleworthy."
So, whats coming up? Aces Over the Pacific II, Aces: X
Fighters, Combat Flight Simulator, Confirmed Kill, EAW,
Janes Fighter Legends, Fighter Duel 2.0, Fighter Squadron:
Screaming Demons, Flight Combat, Luftwaffe, MiG Alley,
Nations, Stormbird, Warbirds 3d (now released), and Wings
of Destiny.
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Denny Atkin noted recently that Aces: X Fighters has
been delayed due to the dedication of resources at
Sierra/Dynamix to completing the Red Baron II 3d patch.
However, the team is also working on Aces of the Pacific
II, and Aces X Fighters will now be released AFTER AOTP2.
We don't have any more information at all on the Aces
series at the moment, but should have plenty following E3.
Next on the list is Microsoft's Combat Flight Simulator.
Its intriguing that both Looking Glass Studios and
Microsoft are making the venture into the combat simulation
arena, though Flight Combat only began development late in
1997 and won't be released until sometime in 1999. (I
assume that the goal for both Confirmed Kill, Eidos
online simulation, and Flight Combat will be online play,
although the latter is being developed as a boxed product
from the start where Confirmed Kill was developed primarily
as an online product).
Microsoft Combat Flight Simulator
MS Combat Flight Simulator shares code with FS98 but with
an improved terrain system. The unknown factor is the
offensive and defensive virtual pilot AI. This is a new
area for Microsoft, but they do bring a wealth of
programming power to the sim genre! CFS will be set in
Europe and expandability is a primary goal so new aircraft
will continue to be added after the initial release.
The Producer indicates that goals are high for flight
modelling and avionics, and the intent is to appeal to the
dedicated sim crowd as well as newbies. Individual aircraft
tendencies will be modelled and naturally there will be 3d
hardware support. Messerschmmitts, Spits, Mustangs.. all
should be present in the initial release. CFS is aimed at
the weekend flier but will probably capture the attention
of a very broad audience due to the Microsoft name. Some
weeks back we fielded an interview to the Producer of CFS
and that interview will appear online in the next week or
so.
Confirmed Kill, like EAW from Microprose,
has been a while in the making. If Falcon 4 and EAW are any
indication, the longer in the oven the better the loaf! In
fact Confirmed Kill is only now going into beta, but the
good news is that the remainder of the Flying Nightmares II
team has transferred to this project and Confirmed Kill
will likely benefit with a stronger tactical dimension and
even more solid multiplayer support.
Confirmed Kill
will enter the market as an online simulation only, but a
boxed version will follow later this fall. With a great
deal of effort going into flight modelling, Confirmed Kill
will take to the skies with twenty individual airframes and
nine more will be added over time. The first scenario will
be the Battle of Midway, and offline training missions will
also be present.
European Air War (EAW) is one of two prop simulations
slated for release in the next few months that will feature
a fully dynamic campaign system. In fact, this is probably
one of the most awaited sim releases this year, up there
with Falcon 4, Fighter Squadron, FD 2.0 and Total Air War.
If new screen shots are any indication, its no wonder!
There have a been a variety of delays with EAW, but
"waiting makes the heart grow fonder" and the sim more
deep. Improvements in graphics, flight modelling, and the
campaign engine have come with time, and the addition of
new personnel hasn't hurt either!
EAW has twenty airframes but there are variants of some of
these so the collection is broader than it first appears.
For those who have wondered when we will FINALLY see this
one, it looks like sooner rather than later and JUNE could
be it! If some of the talent from F4s multiplayer
programmers has found its way into EAW we could be in for
quite a treat!
Janes Fighter
Legends is the mystery ingredient in this recipe.
Almost no details have been released except that we will
find out a whole lot more in Atlanta! But there is no
question that Janes face STIFF competition this year. Most
likely JFL will be a survey product comparable to the
USNF/ATF series, with less invested in physics and flight
modelling than some of these other products. NO matter how
good it is it won't surpass the best this year has to
offer, though it may equal them.
Contrast the secrecy of Janes with the volume of preview
material we have carried on Fighter Duel 2.0
developed by SPGS and distributed by Ocean/Infogrames. Its
easy to anticipate a title like this because we've been
loaded with detailed information on development along the
way.
Fighter Duel 2.0 will carry on the best of FD original and
surpass it in every dimension. With particle physics
modelling, an object oriented design, sophisticated
ballistics and obsessive flight modelling, this is a sim to
watch for! Remember the INCREDIBLE instrument panel in FD1?
The panel in two looks just as good, but now it also
functions in virtual cockpit mode!
Equally impressive, a great deal of care is going into
virtual pilot modelling and AI behavior. With the addition
of wingman tactics, SPGS designers have had to write much
more complex code in this area. Flying even the alpha in
Las Vegas in March it was obvious that FD 2.0 would be a
lot of fun, and graphics are also state of the art. Good
news for those with the latest hardware, full Voodoo 2 and
Voodoo 1 support will be present. You're running dual
processors under NT? That too is supported!
As Fighter Duel original, multiplayer has been designed
from the ground up. Multiplayer action is the heart and
soul of this game so it will likely be every bit as stable
and powerful as in the famous Netduel version.
While Fighter Duel 2.0 does not sport a fully dynamic
campaign, the AI is quite sophisticated, including a
strategic level of response AND resource management. If you
destroy your primaries and secondaries the enemy have less
ability to field good pilots and/or aircraft. Matt Shaw
commented that, "We have levels. As you progress through
the campaign, in each level, there are four to six
missions. Depending on factors of randomness and success or
failure will determine which missions you get when you
advance to the next level.
For example, if you do very poorly in an offensive mission
your next mission might be defensive. If you do well there
your rating will improve and your crews overall ability
will increase. Part of this is random also."
Click for 800x600 victory salute...
UNBELIEVABLE... That was the only thought I had when I
fired up the Fighter Squadron beta
for the first time. If the graphics don't cause your jaw to
fall through your desk, the physics, sound and damage
modelling will.. The strobe effect on props (feather and
watch the apparent reversal of direction), attention to
detail in damage modelling (crash lightly and bend your
prop or your gear, crash hard and watch a prop break or
pieces of your airframe go flying, wheels break off and go
rolling or bouncing away), the flames and smoke that erupt
as you score more hits on your adversary (watch the flames
spread rearward as they are fanned in the wind). If thats
not enough, cast your eyes over your wing and watch your
wing flex and your flaps shake in the turbulence, watch
from an outside view and see your gear compress when you
land.
The sounds ARE awesome, from starting to idle to full
throttle. Drop to an idle and the aircraft starts to shake.
Ignition off and it revs as it leans out then dies. If you
have a subwoofer the roar of the engines WILL be
transmitted to your body via vibration. As for combat, the
padlock is fairly standard, with scrolling or fixed views
as you choose.
Fighter Squadron: Click for 800x600 FW-109
I changed resolution to 800x600. Just for fun I put my gear
down on the P38 and watched it unfold from the external
view. Slow.. very realistic. Then I came in over the
beach.. incidentally, the most realistic transition
graphics from sand and salt to land and water I have seen
anywhere. I came down gently on the sand, slowed, and
started to sink! But then I rolled out to the hard ground.
Unfortunately once my momentum was gone I was on a slope
and I rolled backward and sank in the sand! FSSD will have
semi-dynamic campaigns and also allow us to FLY bombers!
Nuff for now, more in part 2!