Created on 2005-01-18
Title: Prop Sims 1998: E3 Encounters
By: Len 'Viking1' Hjalmarson
Date: June 2nd, 1998 891
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly
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."
After three days at E3, its a pleasure to sit in my cozy
office and reflect on what I've seen. There are a great
crop of military simulations, most of them devoted to my
greatest love: flight!
In my first foray into E3 coverage I gave you my best
picks, and some of my favorite gripes, about the E3
showing. In this article I want to revisit the prop sim
scene and summarize the promise of an incredible array of
combat flight sims in the classic genre. So, suit up, start
your engines, sit back and enjoy the ride.
The toughest part of my quick "Best
of Show" article was choosing the best from a very
solid lineup. How does one really pick EAW over Fighter
Legends, for example? Its a pretty subjective process, has
a lot to do with my own bias toward dynamic campaigns, and
I can assure you that I plan to fly Fighter Legends and
Microsoft Fighter Combat plenty this year! Ok, enough of
the disclaimers, on to the show! We'll proceed to the
target, following waypoints in alphabetical order ;-D
I could start with Confirmed Kill, but since this is online
only in its initial release, I will pass and move directly
to European Air War. Next we will do a loop and boom n'
zoom at Fighter Duel 2.0. From there we will egress at
15,000 feet to Fighter Combat (Microsoft), and then dive
out of the sun at Fighter Legends. Pulling around for a
snap shot, we'll take a crack at Fighter Squadron: Screamin
Demons, then rally for another shot at Luftwaffe. That
should leave us in good shape for a stroll down MiG Alley,
a sweep over Nations, and a birds eye view of Wings of
Destiny. Whew!
I've never believed in love at first sight. Yeah, I know,
we all know someone who claims the experience, but your
neighborhood shrink will tell you its much more complicated
than that and spew fifty cent words like cathexis and talk
about Greek myths like Oedipus. But when I first saw EAW I
knew something special was in the works.
Picture it. Its a dimly lit room. You turn your head and
are greeted by a scene that must have been common in Europe
in 1944: its a flight of B17s. Actually, its several
flights, and as the camera angle pans around you can see
that the sky is filled with these huge machines, maybe
fifty of them.
Suddenly you hear the thump of guns, and flak bursts appear
in the sky. These black clouds expand, dissipate and expand
into transparency, then are gone. Now you zoom out, and you
see that there are scores of these clouds appearing. Here
and there a bomber is hit, and sometimes damage in minimal.
But occasionally you see an aircraft catch fire, or an
engine knocked out. One or two are beginning to trail
smoke. Even the smoke trails are affected by the wind.
Then from above and at five oclock a score or more of
German fighters dive into the orderly group. Now the guns
on the B17s are blazing, up to six positions on each bomber
attempting to engage the German bandits before its too
late. You can see spent shells spewing away from the big
aircraft if you are close enough.
Now the British fighter cover has engaged the Germans, and
as some bombers begin to spiral from the sky with heavy
damage, the entire scene becomes completely chaotic. There
could be 120 aircraft in the melee. You zoom in close to
one B17 and see an engine spitting fire on the right, and a
piece of tail missing on the left side. The gunners
positions spit fire and the bomber cants leftward as a
Messerschmitt engages from above left. The gunners got him!
The Mess does a slow roll and then spirals earthward, the
plane intact but the pilot unconscious or dead.
WOW! Its amazing, and remember that this is not merely a
disjointed mission, but a part of a huge tapestry that is
woven intricately into a single piece of cloth: a fully
dynamic campaign system. The scenes I described above,
including all the details, were observed first hand in the
early beta of EAW on display at E3.
As a graphical work EAW is impressive enough, and with
twenty flyable airframes there is plenty of variety. But
the sounds and GUI are likewise impressive. The period feel
to the interface is every bit as impressive as the WWII air
museum interface that Janes have used for Fighter Legends.
Music and art all contribute to a sense that you are there.
Engines, guns, bomb blasts, lighting effects, fires... you
just can't miss the obsessive attention to detail.
About the only thing missing from EAW at present is a
higher resolution, the ability to fly bombers, and coop
play in campaign mode. MPS is non-committal on the higher
res mode, though we can hope for a future upgrade, but they
are a little less hesitant on the possibility for a bomber
flight in the future. As for coop play in the campaign,
methinks we might see this along with a bomber or two to
fly in an add on in 1999. Which bombers? I would guess the
Ju88 and the Stuka and possibly the B17. IMHO only.
Click for larger image.
Next up, Fighter Duel 2.0. This one, like EAW, is taking
forever. Why? Simple. They want to do it right. These guys
are damn good and I bet they could push FD2 out the door by
September and most of us wouldn't notice the difference,
but frankly, they, like MPS, have a reputation at stake and
they intend to stay firmly planted at the top of the charts
for realism.
Its not difficult to assess their determination in this
regard. There are well over a hundred parameters considered
individually for each aircraft in flight, and there is a
large and nasty guy with a stopwatch checking accuracy in
such things as turn performance at a given weight, altitude
and speed. I mean these guys even calculate ballistics on
an individual bullet at a given air pressure and specific
muzzle velocity! They can even vary this muzzle velocity as
the gun heats up!
Yes, I did recommend a good psychiatrist, but it turns out
he is already on the beta team ;-D Stress does weird things
to people, you know? Your next question should be: how many
processors running at 400 MHz will we need? Actually, these
guys have been doing amazing things with the code:
remember, when FD original was released no one could
believe the frame rate and connection stability at the
detail levels they gave us.
However, having said that, if you have a dual processor
system running SLI mode under NT5, you can use every ounce
of power you have. If you are running under Direct3d, you
can put this all on a 21" display at 1600x1200 if you like.
Click for 640x480.
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."
Seriously, I have little doubt that FD 2.0 will appeal to
the hard core crowd in spades. As for the rest, there will
be the usual methods of dumbing down the challenge so that
players can enter where they are comfortable. FD 2.0 is
LOOKING great too, with cockpits simply the best out there.
Remember the cockpit from the original, with the whole
thing shaking from vibration and the individual needles
dancing? Stunning and immersive down to the last rivet.
Even Janes Fighter Legends will have to pull a close second
in that department.
MS Combat Flight Simulator. Click for 800x600.
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.
In fact as I was speaking with the Program Manger, Kris
Shankar, he indicated to me that Microsoft will release the
tools needed for complete customizability of the missions.
In short, you can edit these files in text mode or from an
Excel spreadsheet. He pulled up a mission configuration
file and showed me how a parameter like "winds=0" can be
edited to "winds=5" to give the maximum wind force in a
mission.
When I first took the stick I was sorely disappointed.
While flight ws smooth and frame rate excellent, the model
felt sloppy and completely unrealistic. I asked Kris what
was up and he took me to the setup screen where we selected
the realistic flight model. We also moved the resolution up
a notch to 800x600, maxed out the terrain detail and added
clouds. (You can go to 1280x1024 if your hardware can
handle it, the sim is D3d only).
Back in sim the frame rate had taken a nose dive to about
1000 feet and 10-12 fps, and this on a PII 333 with
Voodoo2. The scene had about ten aircraft in view at a
variety of distances. I quickly manouvered on the tail of a
Ju88 and took him out. Kris assured me there was plenty of
optimization to do and that Fighter Combat is still not in
beta.
As for other matters - ballistics, difficulty, realism and
flight model - Fighter Combat aims squarely at the middle
of the crowd and will likely have broad appeal. However,
there is a good deal happening behind the scenes including
calculations for atmospheric effects, G effects, and even
compressibility and aileron reversal at high speed!
It really wasn't very difficult to score a hit compared to
the FSSD beta. Nevertheless, ballistics are modeled and
even the weight of the bullets is considered for your
aircraft. The sim is looking quite good, and the aircraft
are very nicely rendered. Clouds were unfinished, which may
partly explain the frame rate kill when they were rendered.
As for padlock, that all important feature for serious
duelers, the only active padlock was the basic virtual
cockpit lock. The feature is still under revision, and I
spoke with Kris about some options. I really dislike the
red and green labels (these appear on screen by default and
identify the various aircraft along with their current
distance), which can be deselected, but the idea of a
distance label for a current target could be seen as a
useful cheat to compensate for the liability of a
simulation limited to the modern computer monitor.
CFS is aimed at a broad audience and should do very well
for Microsoft. But don't be fooled: the designers are
serious about realism, and flying at maximum settings
should hold plenty of challenge. Its also fun to fly,
damage and effects are nicely done. And with an open
interface and plans to continue to add new aircraft, it
should have an extended life.
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. For ultimate realism FSSD will be the main
competition for Fighter Duel 2, though it should hit the
stands sooner.
From 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), and 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), the Parsoft crowd
seem similarly obsessive on detail. 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!
With some of the best damage graphics and a really
beautiful virtual cockpit, Janes Fighter Legends looks
fantastic. Its also one of the new sims in this E3 roundup
that will grow with your hardware, allowing you to run at
the maximum resolution your hardware will handle.
Click for 1024x768 image.
In itself thats a very attractive feature. Since PII 350s
and 400s are being sold in droves, and since AMD has
released their 350 MHz K6-2 with its parallel MMX units,
you can bet that many of us will be flying at 1024x768 and
beyond with Voodoo2 and the new Matrox, S3, and nVidia
based boards this fall.
OK, so what about realism in Fighter Legends? The flight
model feels good, better than MS Combat Simulator but not
as solid as Fighter Duel 2.0 or FSSD. Nevertheless, its far
beyond the USNF series, with a full six degrees of freedom,
and this sim is only hitting beta so it could improve
significantly yet.
Truth be told, its one heck of a lot of fun to fly, and
online play will be hot. Janescombat online will go active
before that much longer, and I expect it will host Longbow,
F15, Fighter Legends, IAF and eventually Fleet Commander
also. With all the great hardware generated effects we've
come to expect, smoke, flames, glare, dynamic lighting,
shadows etc. its an impressive visual feast.
In fact, damage modelling is also as good as anything else
ever produced by Janes, so the graphics are not merely eye
candy, they do represent where you have hit an opponent or
been hit yourself. Clip the wing off an opponent and you
will see it spin to the ground, exactly as it should it if
is a real object.
Click for 640x480 image.
What surprised me were the radio calls. Yes, much as in
F15, you will find a LOT of radio dialogue modelled, but
this time in multiple languages! Rather cool, and helps
much with the immersion factor.
The structure of the sim is branching, and all 70 missions
take place in about ten days of conflict in the Battle of
the Ardennes in 1944. Use of video is great and creates
that sense of being there. The mission editor is said to be
very solid and allows the player to set random elements,
much as F15s mission editor. And even though there is no
dynamic campaign, we all know that Janes is very good at
creating a sense of dynamism. Ground object AI, again as in
F15 or Longbow 2, is dynamic and strong. What does a guy do
to follow up after giving you a sense of whats coming this
summer and fall from a batch of very dedicated sim
developers? Well, first off, he adds a couple more lines of
disclaimer and then broaches the political topic.... And
after that gives you some awesome screen shots! After all,
you haven't had a chance to see these new sims in action; I
know you are anxious for some more pics!
First, though, I think that the average sim fan is more
intelligent than the average shooter fan. Lets lump the
strategy and wargaming fans in this group also. In other
words, you who read these words are some of the most
sophisticated gamers out there. I think most of you will
appreciate what I have to say.
My impression of the producers and programmers and artists
that are putting these games together is that they are the
cream of the crop. These guys work long hours to bring us
games that were barely conceivable just a few years ago.
Personally, I think that we are getting unbelievable value
from most developers for our $50. Look at a product like
Fighter Legends or EAW or FD 2.0; its incredible what goes
into these packages. And if you go from there to Total Air
War or Falcon 4, which have the additional strategic
dimensions and have to also simulate a host of complex
systems... wow! It is AMAZING what we are buying for a few
dollars in 1998.
I wanted to say that because personally I have a warm place
in my heart for these men and women. I also want to point
out that there aren't really any winners and losers in this
contest. Its terribly difficult to choose a "Best Of"
anything this year, and its a very subjective process.
Virtually all of these prop sims and most of the jet sims
in development are stunning, fairly deep, and will be a lot
of fun! There! I said it. I feel better already.. On to
some screens!
This P47 has had a hard time of it! Probably hadn't figured
out the padlock system yet. Fighter Legends uses an
excellent system of the pop up window looking across the
player toward the target. Although this system doesn't
reflect your current horizontal orientation, since the view
is limited to a small window lower right in your screen,
you can actually keep a solid fix on your complete attitude
while manouvering relative to your target. Excellent and
simple system.
This shot shows you the bottom of a P47. Notice the exhaust
stains? Whew, does it get any better than this? How about
this... I was watching a sudden throttle cut out on a 109
in Psygnosis "Nations" alpha and saw the puff of smoke from
the exhaust port on the left from side of the aircraft as
the sudden rich mixture went only partially burned. In EAW,
Nations, FD 2.0 and Fighter Legends you will see spent
shell casings falling to earth as you fire your guns.
Detail to the max! No, it doesn't affect the flight
modelling but immersion is half the game and this will be
the summer for immersive sims like no other!
Finally, I know we have plenty of bomber fans out there, so
here is a Fighter Legends screen with some B17s. This image
you can click to bring up a 640x480 shot:
Yesterday I whetted your appetites almost to madness when I
told the story of observing the melee in European Air War.
Today a special surprise courtesy of TK (thanks man!).
Above and right you will find a raft of shots taken this
morning that illustrate the same battle I saw at E3, and a
couple of GUI shots for good measure! Click below to start
at the top.
Click for 640x480.
Now lets see, what was I saying about shell casings? Oh
yeah, these things have suddenly become objects, for the
purposes of simulation physics, not to mention resources.
Here are a few TK collected for us:
Click for 640x480.
Now, about those bombers.... Lets start when the bombers
have just been spotted shall we? And check out the terrain
=)
It was barely morning, about 8 AM. The ground fog had
already burnt off and it had been a long ingress to target.
We were flying high and couldn't believe our luck, we
hadn't seen a single fighter all the way to Berlin. I was
flying a P47 off the right wing of the main bomber group.
Click for 640x480.
Its hard to imagine our feelings as we sighted Berlin in
the distance. Finally we were taking the fight to Gerry! It
was only a few minutes after we sighted Berlin that the
flak started...
Click for 640x480.
It started slow at first, and then grew in intensity, like
the orchestra building up for the finale. First a few black
puffs appearing among the group, and then the sky becoming
dark with smoke.
Click for 640x480.
Soon the fighters were moving in and we had our hands full.
Its quite a sight to see six gun positions on a B17 come
into action. Some of the gunners were pretty good shots,
but their targets were weaving and bobbing and the boom n'
zoom tactics left the gunners little time to get a shot
off. Anyway, that was my job!
Click for 640x480.
I happened to know the crews in a few of these monsters,
and one in particular caught my eye when the fighters were
driven off. "Old Mustard" was flown by an old high school
buddy of mine from South Carolina. I didn't have a lot of
friends in the bomber group, and didn't really want any;
odds of making it home on any particular trip weren't that
good.... So when I saw Dusty had lost an engine and was
making smoke, I started praying and hung a bit closer...
Click for 640x480.
Click for 640x480.
Click for 640x480.
NEXT: We continue our prop coverage with Luftwaffe Commander, Nations: Fighter
Command, and Red Baron II
For more on EAW, see our screen shots.
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