Richard Ordway is a former Pitts Special competition
aerobatic pilot with TF-51D Mustang, Spitire Mk 9 and T-6
Texan aerobatic experience. He has an MBA in aviation and has
been playing PC flight simulations since 1982.Quick
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Ratings
Test System
P200 64 meg EDO and 256 cache
Diamond Monster 3D 4 meg
8x Toshiba EIDE CD
WD 2.1 GB
CH Force FX Stick and Pro throttle
Ah, the whoosh of a Sabre Jet. Gamers have been eagerly
waiting for a Korean War flight simulation since Electronic
Arts included the theme in Chuck Yeager's Air Combat six
years ago. Virgin Interactive's new Sabre Ace simulation
aims to fill this void. It includes some brilliant,
innovative ideas-however, it is ultimately very
disappointing for all levels of players.
"Just the facts, M'aam"
First, what is Sabre Ace? It is a Windows 95,
arcade-grade Korean War air and ground-attack combat flight
simulation. It includes nine flyable aircraft split between
the American and Russian sides: the F-86 Sabre Jet, F-51D
Mustang, F-80 Shooting Star, T-33 Shooting Star trainer, T-6
Texan advanced trainer, Mig-15, Yak-9, Mig-15 trainer and
Yak-18 advanced trainer. The trainers are not, however,
flyable during campaigns.
Sabre Ace includes a "go-fly" instant action mode, a
training module, an air-to-air combat "custom flight"
module and a campaign module. The training module contains
eight training missions divided up evenly between the
American and Russian sides. The training includes missions
for takeoff and landing, navigation, ground attack and
air-to-air combat.
The air-to-air combat "custom flight" module allows you to
pick from one to four aircraft for both your and the enemy
flights. You can fly the campaign aircraft for either side
against 25 total opposing aircraft including the campaign
aircraft themselves, the AD Skyraider, F4U Corsair, F9F
Panther, F-82 Twin Mustang, B-29 Superfortress, B-26
invader, T-6 Texan, F-84 Thunderjet, F2H-2P Banshee, LA-7
Lavochkin and PO-2 biplane among others. You can choose the
starting altitude, time of day, cloud conditions and level
of enemy competence.
The campaign module consists of 45 factual, progressive,
scripted, linear missions split between the American and
Russian sides. For the Americans, you start out at the
beginning of the war with eight Mustang missions, then
continue on with a set number of F-80 missions followed by
a set number of F-86 missions. For the Russians, you start
out at the beginning of the war with the Yak-9 propeller
fighter and move on to the Mig-15 jet. The missions consist
of air-superiority, bomber-escort, strafing of airfields
and bombing military targets among others.
Multiplayer support is also included for serial, modem,
IPXLAN, and TCP/IP for Internet usage (some players have
reported problems with the Internet usage, however).
The cutting edge
Sabre Ace has many strong points. The training section is
incredibly fun because of set goals that allow you to
advance on to more powerful aircraft for both the American
and Russian sides. A thorough, humorous, backseat
instructor talks you through the missions, but you can
bypass him if you want. You really feel as if you are
living through the training as a cadet in the 1950s-Bravo!
The mission structure, because it is based on actual Korean
War missions, is fresh and fun. You certainly get the feel
of "actually being there" better than in almost any
previous simulation to date. History comes alive with this
method and you leave the simulation feeling as if have
learned and experienced a lot.
The 3D-accelerator card support is fantastic (Sabre Ace
reportedly supports all existing 3D cards through MS API).
With it, the land comes alive with a flowing, continuous
feeling. The towns and cities look realistic and the ground
does not get pixilated when you get close to it. You can
fly down valleys and have to react to the rolling terrain.
The frame rates are very fast on a Pentium 200 with 64MB of
RAM-Nice job!
Sabre Ace has many other nice features as well. The
background pilot chatter during missions is spectacular and
some of the most atmospheric that I have ever heard. Again,
this adds strongly to the "you are actually there" feeling.
For navigation, you can use the map (pictured on a knee
board on your knee- nice!), a set of mission objectives on
the other knee board, and a yellow heading bug on the
compass to show you the way to your next
waypoint-brilliant! To find other aircraft both friendly
and enemy, you can set the heading bug to a ground
controller's radio frequency. Selected enemy or friendly
aircraft are highlighted by a green glint. To fly in
formation, you can activate a special, innovative autopilot
mode called Formation Augmentation Device (FAD). This makes
formation flying to and from a target painless.
Sabre Ace also includes a useful "jump to the action"
button to speed up the game. All this is extremely
tasteful, innovative and integrates seamlessly into the
atmosphere. The enemy artificial intelligence (AI) is also
very convincing and works to stay above you. You can choose
between four difficulty levels in the "custom flight"
module-but not in the campaign. Overall, you really feel as
if you are flying back then. Virgin Interactive did some
thoughtful thinking to produce these magnificent features.
However, all is not well in Korea.
Sabre Ace digs a deep, deep hole
Unfortunately, Sabre Ace contains many disastrous and even
fatal limitations. The view system, for one, is simply
useless and will drive all players of every skill level to
tears.
It has 10 limited, gap-filled fixed views to look outside,
a terrible padlock system, but acceptable exterior views.
The view system completely misses the two front
straight-ahead 45 degree views, the three rear 45 degree-up
views and the two wing 45 degree up views (even the padlock
misses these views-so you are blind). On top of this, the
views do not cover blank areas between them. As a result,
you literally cannot see enemy airplanes in a dogfight for
80% of the time. You head blindly where the padlock view
tells you to and hope that the enemy aircraft does not
maneuver while out of sight (which he invariably does do).
During ground attack missions, you cannot see the target
while maneuvering for about 50% of the time. Lining up on
targets is extremely frustrating. It makes the weak Jane's
USNF series view system look positively brilliant by
comparison. This will surely end up frustrating every buyer
no matter what the skill level. I, personally, find this
fatal. Virgin Interactive needs to add the Kesmai Air
Warrior/iMagic Warbirds 18 view-keypad system to cover all
points of the sky. It has been in use by many simulations
for over eight years now-it works.
A second weak point is the wingman commands system. It is
basically useless with 3 actual action commands ("return to
base", "attack air threats" and "form on me"). You cannot
perform section tactics or even sub-section tactics as in
the USNF series or Spectrum-Holobyte's Falcon 3.0 series.
It needs commands such as "approach target from left",
"approach target from high", "approach target from low";
"break high", "break low", "break left" and " break right"
etc.. If wingman commands are going to be included that
even arcade lovers will have to use, Virgin Interactive
might as well make them useful.
The sun's effects are also not modeled. This means that you
cannot use it for tactics that even arcade players could
use. The sun's effects have been modeled in other
stand-alone simulations for many years and are now standard
for stand-alone aviation-combat simulations.
A fourth problem for all gamers is the flight model. It is
simply one of the most primitive that I have seen in five
years-seven years if you include Dynamix's Red Baron with
its spins. The flight model has no options except for using
or not using rudder pedals-what you see is what you get.
Even arcade players have complained on the Internet about
Sabre Ace's flight model (it is so simple that the aircraft
are hard to land because of a lack of airspeed bleed).
To put it bluntly, it makes the now-four-year-old
much-maligned Jane's USNF series flight model seem
cutting-edge. I am disturbed about this because Sabre Ace's
web site states that the flight model is accurate-this is
at best a blatant misrepresentation of reality.
The Sabre Ace flight model excludes many features some of
which are now standard. Absent from the flight model is
airspeed bleed in turns (you can turn forever in level
flight in Sabre Ace-the actual Mustang stalls out in about
two seconds in a hard turn from 250 mph according to a
flight test) or airspeed bleed because of angle of attack
(this kills landings for all skill levels), power-on
stalls, blackout and redout effects (I personally
experienced them in propeller-powered modern warbirds-so
they do indeed exist), correct power-to-weight ratios (the
planes seem to have as much power as modern fighters and
accelerate in climbs), non-hydraulic controlled aircraft
getting slow to roll at higher speeds (critical for
tactics), spins, snap rolls (needed for evasive tactics),
and airframe breakup due to stress.
But also missing are effects of lowering the landing gear
and flaps at too high speeds, pitch and roll stability
effects, trim, screen shake (to help with stall, hit and
firing feedback), accurate damage model (with its big hit
bubble, just aim and miss widely and you still get hits
anyway-makes accurate evasive maneuvering impossible),
accurate fast pitch rates (again makes evasive maneuvering
impossible), the ability of tail wheel propeller aircraft
to nose over on the ground, aircraft noses being shown from
the pilot's perspective as in iMagic's Warbirds (important
for siting differences), a correct rapid thumping sound
option for stalls and accurate F-51D Mustang mid-to-high
speed roll rates (now it rolls like a jet compared to
government flight tests). The only word to describe this
flight model is "arcade" and it frustrates even arcade
players as Internet posts attest. Virgin Interactive badly
needs to release a patch.
If Virgin Interactive needs professional advice or wants a
new flight model, they should consider contacting expert
Bob Shaw (a former test pilot, combat pilot, experienced
aeronautical engineer and USAF consultant who has built
flight models for the USAF). He runs a flight model
consulting firm: FCI, Associates based in Dayton, Ohio. He
also has access to reams of declassified military flight
test data from World War II and other eras to help verify
flight models.
A fifth problem is Sabre Ace's potential replay value. With
only 45 total scripted campaign missions, you might find
yourself unable to replay it much after going through it in
a few days. Virgin Interactive could include a separate
dynamic mission module. However, I can excuse them a little
because the campaign missions are historically,
progressively based and very refreshing-I would not want
them to get rid of this campaign structure at all, period.
A sixth problem is that Sabre Ace has no options for
mission planning input in terms of waypoints, altitudes,
pilot choices, armaments, number of planes, number of
sections etc. Arcade players would not have to use it if
they did not want to. This would add immensely to replay
value.
Accident report findings
Who will enjoy playing Sabre Ace? Any player for whom
seeing well enough to fight and a reasonable flight model
are unimportant will like it. You will also need a 3D video
card or the frame rates and detail become unacceptable (for
me) on a Pentium 200 and 64MB of RAM. If you can live with
these problems, then you will enjoy the
magnificently-well-done experience of reliving the life of
a Korean War fighter pilot. I recommend that all levels of
simulation players wait until Virgin Interactive releases a
patch for the view system and flight model. It is just too
frustrating as it stands right now for either the arcade or
the experienced simulation player. Sabre Ace, could
however, be a very memorable simulation with some more work
by Virgin Interactive.