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 later released an update for 3d hardware
that INCLUDED Force FX support. For
a review of the original see Flying
Corps. For a review of the patched version see FC 3d. Flying Corps Gold adds support for
Direct 3d (any 3d accelerator running in WIN95), a mission
editor, enhanced AI, a new aircraft and a new campaign. You
can even share the missions you design with other players.
The graphical difference IN SIM over the original release
is simply 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, but of course even
in version 2 it didn't look THIS real. When I first saw the
3d patched version of Flying Corps 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.
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.
While the 3d patched version (FC V1.10) added support for
3dfx, Flying Corps Gold contains the following
improvements:
Mission Editor
Multi-player
More flyable aircraft
"Views reworked >
More farmyard trivia
Light source shading
New objects
Ability to share custom missions
Auto interior/exterior padlock switching option
The original release included an authentic reproduction of
a WWI RFC Training manual and a set of maps. This release
has a slightly larger user manual but the RFC Training
manual is not included. However, its not a bad trade off
for whats new!
A Room with a View
Note the shading under the wings and the light sourcing
effect on the fuselage..
Its quite amazing how much difference light source shading
makes on the aircraft in Flying Corps Gold. FC 3d had some
of most impressive terrain visuals anywhere, and the sky
and fog matched well. But the aircraft looked like last
generation graphics in next generation surroundings. Well,
no more! The shading means that as your aircraft turns
shadows and color depth is relative to the light source.
New underwing textures add dramatically to the effect. The
aircraft now fit the quality of their surroundings.
Force feedback support was also added to 1.10. 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 the 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.
As above, 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
From the Dweeb to the Devotee
In my original FC review I noted 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.
One of the beauties of this simulation is that it is
accessible to the novice and challenging for the serious
pilot. For the benefit of novices, each aircraft has its
own dual modelling: a realistic option and a training
option. Less experienced pilots may disable spins, as well
as torque, wind, gyroscope and slipstream effects. If you
don't have rudder pedals you can choose an option to
compensate (but this is really a compromise and if you want
to survive at higher levels of realism you MUST add
rudders to
your setup).
If you really are a novice, you can set enemy AI to the
novice level and plan to survive a bit longer! You may also
select the size of the hit bubble: from small to medium to
large. When set on large you only have to get your bullets
near to the chosen target in order to score a hit. This is
really a large plus for those who are only beginning to
train in flight.
Along these same lines, there is additional information
available on screen for those who require it. Along the top
of the screen, status information as well as nav info is
available if selected. At its lowest level of information
the status bar includes a stall indicator that changes from
green to yellow to red to warn of impending stall. This
display bar will even output threat warnings! While in
padlock mode the nearest threat is identified with distance
in meters, and compass bearing. Ditto for the nearest
friendly or nearest ground target, and of course you can
cycle through these. This works quite nicely and is very
unobtrusive, and it can be argued that it compensates
nicely for the limitations of monitor resolution and the
real life Mk.I eyeball. So don't feel too guilty for using
it.
Just how advanced is this flight model, you ask? Take the
famous Sopwith Camel as an example. You need to pull back
on the stick to turn hard right because of the gyro
effects. It will correctly only snap roll in one
direction(left).
Moreover, the Camel has a shifting center of gravity. At
the beginning of a patrol, forward pressure was needed on
the stick to avoid climbing. Later in the flight the fuel
used would result in the CoG position changing and so the
aircraft could be flown "Hands Off". (It would have been
nice had Rowan included a cheat key for trim; with the F22
Pro pulling back constantly on the stick is a good job for
Arnold Shwarznegger). Of course, aircraft will stall and
spin. And it is possible to steer the aircraft on the
ground using aileron (due to adverse yaw effect) as well as
rudder.
Artificial Intel
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.
Okay, so what is the new sim like? With these numerous
tweaks both feel and execution have changed significantly
over the original release. First, terrain detail has now
made it a bit easier to spot aircraft at a distance, 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.
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 believe that Rowan also tweaked the g modelling. Red out
and black out are now more noticeable. 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....!
Airframe 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!
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 Spad XIII
One of the greatest aircraft to arrive on the Allied side
late in the war was the French Spad XIII. Immensely strong,
it can be dived at great speed. This speed, in turn, can be
converted into an excellent zoom climb. While its not wise
to get into a turning fight with a triplane or a Fokker,
boom and zoom tactics or the vrille manouver can be put to
good use. The stability of the airframe also lends itself
to this tactic since the gun itself remains stable even at
high speed.
In order to avoid enemy attacks, use the Spad's excellent
climbing performance. When you need to disengage, the great
speed of this aircraft will come in handy! Its a good idea
not to lose your energy with this aircraft, however, since
it becomes more difficult to handle at low speed.
I didn't pay the Spad XIII much attention in the original
release of Flying Corps, but I LIKE this aircraft, in fact
its become my personal favorite! It doesn't turn like the
Fokkers, but its other qualities and make boom n zoom
tactics unbeatable. The engine also sounds a bit more
throaty and I like that. Here is a shot, ain't she a
beauty?
FC Gold adds the Fokker D-VII. Rowan may provide more
aircraft so that more and more of the War can be explored.
Better yet, at some point Rowan will provide the tools for
the player to tweak the aircraft models. Whether this means
a full scale designer or not has yet to be seen.
Gameplay and Mission Editor
Even though it IS beautiful, it can be wearying, especially
if you are flying above the clouds! No worries, just hit
the ol TAB key, so long as there are no enemies near, and
you will enter time warp mode en route to your designated
waypoint. Rowan has come up with a nice toggle option here
that they call "Decelerate Trigger" toggle. It has two
modes: Combat and Tactical Mode. If you select "tactical"
you will be dropped back into reality in time to plan your
next move. You will be near to an encounter of some kind,
and you can manoeuver or gain altitude to try to establish
a better attack. Enemy aircraft may run when they see
you!
The "combat" toggle will drop you back into sim when you
are directly threatened and you may be fired upon quite
quickly. Enemy aircraft will be more aggressive if this
option is selected, and will not try to escape.
In sim, pilots may take advantage of targets of
opportunity, at their own risk, of course. Deciding to
venture away from providing cap cover for a bombing run to
strafe an enemy base may be tempting, but mess up and reap
the consequences as your strike force gets shot down by an
enemy squadron. Still, its great to have the option.
The sim also features sounds digitized from actual WWI
aircraft, (would you believe 20 different ricochet sounds,
and different engine sounds from a Camel to a Spad?).
Engine sounds will include start-ups, normal running,
droning, "coughing," and diving specific tones. There will
be authentic sounds of Vickers, Spandau and Lewis machine
guns. As I mentioned above, flying to close to another
plane will give you not only the whoosh of the air
deflection, but the FORCE of the compression on your own
airframe. Of course,you can also hear the engine of the
other aircraft. And if you are within a couple hundred
meters when your bullets find their man, you will hear him
groan.
Most modern sims have some kind of debrief feature. Flying
Corps is not be an exception, and after every flight a
report is presented to you that details what you hit, AND
what you missed. But better still, if you are particularly
successful, you will be promoted through the ranks. When
you attain the rank of Captain, you will be permitted to
manage your squadron. As Captain you will decide who flies,
where they fly in the squadron, and the number of flyers
you take with you on a particular assignment.
Variable cloud layers are the latest buzz in up and coming
sims, and Flying Corps is no different. These effects are
not only attractive, they give a player more hiding
options. But here is a big surprise: Rowan has included a
wind model! Possibly the most wanted feature in other
recent sims (with the exception of Janes Longbow where it
was included as an option). No more simply letting go of
the joystick and expecting the world to unfold as it
should....(grin).
As for those aerial melees, Rowan has placed as many as 48
aircraft in the brew at a time. For those who make the
grade, once achieving Ace status (five kills) the pilot can
paint his own plane. Choice is apparently unlimited: the
paint shop on the base is a separate module, but the player
only receives the keys after promotion.
Damage modelling is very detailed.: wings damaged or lost,
fuel tank leaks, oil leaks, engine damage, control surface
damage etc. Pilots will also sustain varying degrees of
injury. Its a bit startling to watch the landing gear from
a Fokker DRI drift by your aircraft after you shear it off
with your gun. If you take hits you might have a wing bent
or hanging by a thread, more hits and away it goes! When
aircraft come apart, they really COME APART. Try shooting
up a tent at an airbase and watch the soldiers come
flocking out, taking shots at you with 303s! Rowan has also
included an impact toggle if you like to see the impact.
The other addition to the original, however small it is in
the overall scheme of things, is the auto padlock option.
When enabled, the padlock view switches automatically
between the inside and outside view or the "target sight"
and outside view. Switching to the outside view occurs
whenever the padlocked aircraft cannot be displayed on the
inside view. Switching to the inside view occurs when the
padlocked aircraft would be in the centre of the inside
view.
Furthermore, a peripheral view mode can be enabled from the
"extras" configuration screen. When enabled, aircraft that
are off screen but in real life would have been seen in the
pilot's peripheral vision are displayed as blobs at the
side of the screen. In addition, on the inside padlock view
a wire frame of the player's aircraft is displayed above
the aircraft. This is to compensate for a computer pilots
lack of "seat of the pants" feedback. The wire frame
indicates the aircraft orientation when there are no parts
of the "real" aircraft visible on screen.
On V1.0 the number pad arrow keys are used to pan around
the cockpit. This option has been retained for Gold.
However a scroll lock key operates a toggle between the
existing "panning" views and a set of fixed views:
1 left back quarter
2 6 o'clock view
3 right back quarter
4 left
5 look straight up
6 right
7 left forward quarter
8 forward
9 right forward quarter
Click for larger image: 70 K
The major addition in FC Gold is the mission editor. The
planner will allow the player to build missions, campaigns
and careers that can be played in Flying Corps, even in the
DOS version though the editor itself requires WIN95. I was
surprised that the editor is an entirely separate module in
WIN95, not requiring you to enter the simulator at all. You
can then design a mission from scratch or load an existing
mission and modify all the parameters. Events can also be
assigned to 'hot spots' on the ground, so if you fly near
an enemy base, aircraft will scramble and AAA will engage.
The mission building tools include:
Event Macros that allow you to set up complex
encounters and situations within a mission.
Historically accurate pre-defined Templates can be used
to populate the "world".
An editable historical database that can be used to
define opposition and friendly squadrons.
One of the huge benefits of the editor is that it allows
the creation of fairly complex land battles. If you've been
waiting to hone your ground attack skills and wishing for
move involvement in CAS missions this is for you! Want to
set up a clash of large armies with many tanks and fly
support missions? Go for it! You want trucks and supply
trains and artillery involved? Why not! And yes, you can
even add troops!
Once your mission is prepared, you can click on RUN and it
will compile and you are launched into the mission. Now
that you can also choose to MINIMIZE FC rather than exit
completely this combination works very nicely. However, its
not advisable to do this if you have only 16 meg of Ram.
Campaigns
Rowan has taken an interesting approach to the campaigns,
designing three scripted ones and a fourth (Battle of
Cambrai) that is dynamic. The Battle of Cambrai is the
first. A mass of British tanks, Royal Flying Corps
squadrons, infantry and cavalry is approaching Cambrai, a
bastion for the German army. This was the first battle
where tanks were massed and used to lead the attack. The
player takes the part of a Central Powers Pilot at the
forward airbase of Flesquieres. Allied tanks have already
rolled through Havrincourt, and are now approaching your
airfield.
Spring Offensive is the second. This campaign is concerned
with the Spring Offensive (the "Push") mounted by the
Central Powers in March of 1918. The player takes the part
of a new RFC pilot who arrived on the front in February. In
the early missions the player has to prove himself. He
needs to prove he is a quick learner and he will be given
progressively more difficult and important missions. By the
end of the campaign, he should have his own Squadron. There
are 4 stages to the campaign:
Initiation (1st - 4th February)
The player must prove he is good enough to go into combat.
For instance, there is a training mission in which the
player must try to stay close to his Commander who is
maneuvering to shake him off.
Pre-"Push" (4th February - 20th March) consists of
balloon busting and other strike missions.
The "Push" (21st March - 5th April).
During this period the Central Powers overran the Allies in
the Arras-Amiens area. By the 5th they had reached within
miles of Amiens. The advance then sputtered to a halt; the
Central Powers had over extended their supply lines and the
Allied defence held firm. During this period the player
will fly a range of close air support missions.
Last Effort (6th - 25th April).
The offensive had petered out by the 5th April. However,
there is still a chance of a last effort. The Central
Powers are desperate to break through and take Amiens. The
strength of this last effort will depend on how well the
player has done in previous missions. In the last mission,
the player will fly close air support missions during the
first ever tank Vs tank battle. Even if the Central Powers
position is strong, the player will still have the chance
of stopping the advance into Amiens. Von Richthofen is
killed on 21-3-1918.
Hat in the Ring is the third campaign. The Hat in the Ring
was the insignia of the American 94th Squadron. Eddie
Rickenbacker, the famous American Ace, started in this
Squadron and in a few short months became the Squadron
Leader. You are Rickenbacker, eager to achieve fame, but
reluctant to lose the loyalty and teamwork that has made
the squadron what it is. Objectives: Exceed Rickenbackers
record, gain command of the squadron and win the
Congressional Medal of Honour by the end of the war, but
keep the team together at all costs.
The fourth campaign is Flying Corps. Tou are Lothar Von
Richthofen, brother of Manfred, the Red Baron. Your brother
has gone on leave, and you are now in command of Jasta 11.
Albert Ball leads the 56th squadron against the German
lines, and the Allies have seized Vimy Ridge. Objectives:
Achieve the glory and fame you are desperate for by
matching your brother's 52 victories. You have one month
before he comes back... ...plan your missions carefully,
second best is not good enough.
The new campaign to Flying Corps Gold is a French Air Force
campaign. I flew a mission titled Over the Top and another
titled Rude Awakening and they compare to the best missions
in the original release.
Graphics Support and Multiplayer
The major improvement is the support of 3d cards using
Windows 95 Direct 3D. The advantages are increased frame
rate and colour depth (256 to 65536 colours). Currently
3Dfx and Rendition chip-sets are supported by the Windows
95 Direct 3D implementation of Flying Corps. The
theoretical advantage of using Direct 3D is that new cards
should be easily supported as they become available.
The Multi-player option will allow modem, network and
Wireplay connection. The upgrade patch for the original
Flying Corps will be limited to "death match" play. The
team play option in Gold will allow: implode, explode and
random placement. Players choose their side based upon the
nationality of their chosen aircraft. Essentially, Fokker
Dr1 and Albatros pilots will team up against the rest.
The mechanism for upgrading existing users has not been
agreed on yet. Are there any disappointments for me in FC
Gold? Really only one: the blocky and last generation
special effects have remained. Not a huge drawback, but it
would have been nice to see hardware 3d effects take over
here also. Maybe in a future update?
With a rating of 90% or better in each category, Combat
Simulations awards Flying Corps Gold their "Best Of" award!
The Thrustmaster files supplied with FC 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.