Flight Unlimited 2 isn't a combat simulator, but
competition in the civil aviation genre is so scarce that
anything innovative is of interest, and Flight Unlimited 2
certainly qualifies on that count.
The most important thing to remember about Flight Unlimited
2 is that it really is a completely different kind of game
from its predecessor. The original Flight Unlimited, while
a very entertaining game, really didn't fit into any known
type of simulation at all. This one squarely goes after the
popular civil aviation genre that has always done very
well, but has suffered for a lack of anything but the most
incremental of improvements over the years.
The planes available out of the box give a pretty good
cross-section of light-duty civil aviation. You get a
classic example for each of the categories of high-wing,
low-wing, twin-engine, and amphibious planes - represented
by the "Trainer" 172, Piper Arrow, Beechcraft Baron, and
the DeHaviland Beaver. Additionally, a P-51 Mustang is in
there for some wilder joyriding.
To use an analogy FU2 tries to do for aviation simulations
what Battlespire did after Daggerfall. That is, rather than
trying to cover virtually everything imagineable and end up
sacrificing detail, FU2 concentrates on a more limited
scope, but far more thoroughly. In this case, it's one big
chunk of California: the Bay Area and much of the
surrounding countryside, brought together in a level of
detail that is simply unmatched. All the various
undulations of the terrain are faithfully reproduced. Urban
sprawl, suburban neighborhoods nestled in the hills, fire
roads, lakes, rivers, all are replicated with photographic
quality in this game. We're not talking about repeated
textures, either. The entire landscape is basically one
humongous texture, covering every street and virtually
every building there is (although technically only the
larger structures actually have 3d models).
The feature of Flight Unlimited 2 that stands out the most
among the competition - not counting graphics - is the
extensive communication system. The communications are
truly stellar. Way too many past sims have been guilty of
making you feel utterly alone. Flying with some other
aircraft in the sky helps a little, but doesn't really make
the difference. But crank up the traffic density for
Christmas, schedule a departure from San Francisco
International, tune your radio into the ground control
frequency, and look both ways before crossing the runway,
because this game really makes you feel like you are
participating in a carefully orchestrated traffic control
system. All kinds of radio chatter is going on if you're on
the right frequency. This chatter isn't faked or
randomized, either. It's coming from flying aircraft
actually following a flight plan and communicating with
various ATC stations as necessary. In some cases some of
the aircraft making calls may be even making references to
yourself. You are, after all, part of the traffic now.
At many airports, before you even get moving, you need to
get in contact with ground control and request taxi
directions to an available runway. You'll be given a
destination runway assignment and a letter code
representing which taxiways you are to use to get there.
Just in case you're having trouble finding your way around
or are getting lost, you can call up a "cheat" to display
an overlay line that shows the proper direction or call the
ground controller again for help. During your taxiing, you
may be instructed to stop short at an intersection for
cross-traffic, be instructed to give way to other traffic
in the same taxiway, or conversely hear other traffic being
halted or delayed for you!
Once in the air you may find yourself challenged on GUARD
frequency to contact the ATC for the airspace you're in.
After achieving positive radar contact, the ATC will vector
you around other traffic, vector other traffic around you,
and - if requested - will verbally direct you all the way
to visual range of your destination airport. About eight
different pilot's voices help you distinguish each of the
aircraft that may be in your area at any given time, and
generally add to the suspension of disbelief - just don't
let all the female airliner captains phase you.
It's important to be patient and not call in for help
as you're waiting at your destination for further
instructions, as the ground ATC sometimes gets a
little confused by this and gives round-trip
directions to take you back where you already are.
The best solution is to wait patiently for the runway
to become available, or just ignore everything and
take off. It's only a game, the FAA should forgive
you 8^).
The weather modeling in FU2 deserves special accolade. It
is unquestionably the best weather simulation ever put into
a flight simulation to date. Wind and turbulence can knock
the fragile aircraft around, really making foul weather
flight an unpleasant prospect. You really learn the fine
art of crabbing into the wind on a landing approach, or you
end up drifting far off-center, or worse, caught off guard
in a gust. The importance of knowing how to handle IFR
flight takes on new meaning when you see how difficult
night flying in bad weather gets.
The rain is really incredible, and is a testament to the
kind of attention to detail that is the hallmark for this
game. Starting a flight in the rain, you hear the hollow
sound of raindrops echoing off the metal fuselage. Droplets
create miniature lens distortions at first, then gradually
slide off of the canopy. Even the direction the droplets
move is dependent on the airflow on the windshield. Again,
we're talking about some serious attention to detail. It
not only looks right, it really sets the mood.
Lightning effects are very impressive. They come complete
with brilliant flashes of light, jagged bolts of
electricity, and time-delayed sound effects - another nice
touch. Occasionally you can see flashes among the clouds as
smaller bolts will threaten to come down. The only down
side here is that it seems too often that it virtually hits
the plane. A minor detail perhaps, but it's a bit unnerving
to have taxiway signs getting blasted right next to you as
you try to make it to your assigned runway.
Night time flight is quite a challenge. VFR at night is
basically impossible, since there are very few lights at
night. Certainly not the million pinpoints we'd expect from
San Francisco. This is a little odd. Buildings have
anticollision lights, though, and airports are reasonably
well lit with appropriate marker and runway lighting. Some
kind of "landing light" would be nice to have on the
aircraft to help judge height when doing a water or "rogue"
landing. Just plan for IFR travel at night and leave the
Beaver in the hangar -it doesn't have IFR gear, anyhow.
Aside from this, the game models the PCL remote-control
lighting system used on some uncontrolled airports. It has
some very bright navigation lights both on the player's and
all other aircraft. Finally worth noting, unlike many other
sims, nighttime is indeed dark. Keep the map and some VOR
frequencies handy, because you're going to need them.
The physics in Microsoft Flight Simulator has always felt a
little... strange. Microsoft's simulation seems to stick to
it's old-fashioned force-based simulation strategy with
unnerving regularity. This has always created a weird,
artificial sensation during flight. FU2, on the other hand,
builds on the ground breaking physics model standard
created in the first Flight Unlimited, and it really shows
in any kind of flight other than straight and level
cruising. As you can imagine, though, the modelling has
been extended to allow for the amphibious nature of the
Beaver seaplane, where it's performance feels very
convincing. The game's physics modeling even takes into
account the huge turbulent jetwash left behind by
commercial airliners! Perhaps the biggest downer of having
such a sophisticated flight model is that the available
planes - even the P51 - just can't take the vicious
pounding that the acrobatic prodigies of the original game
were designed for, and so you can't fly with the same
reckless fervor that was the centerpiece of its
predecessor.
Rather than merely just pick a couple of arbitrary airports
and fly around without any real purpose, Flight Unlimited 2
supports "missions". This adds some interesting twists to
an otherwise mellow civil aviation career. These can vary
from "Land your plane safely under some nasty weather
conditions" to "Drop off the rock band at their concert".
It's a great idea, and lots of fun to be a "man with a
mission" rather than just toodling around, but be
forewarned that the game doesn't give you much in the way
of cues to let you know if you're on the right track or
not, so you really have to be self-sufficient in running
the missions.
Just in case finding the exact spot you're supposed
to go gets to be frustrating, Constantine
Hantzopoulos - Flight Unlimited 2's Project Director
- has been kind enough to reveal a "cheat" to display
the "trigger zones" where you are expected to stop or
go through in some scenarios. Just hit Shift-Alt-A
while in flight and a bounding box will be displayed
on the terrain if you're within visual range.
Frame rates are a bit of a mixed bag. The game generally
runs anywhere from extremely smooth to pretty jerky -
roughly between 10 to 30 fps. The slowest speeds usually
coming from an external view when flying over a dense urban
area. On the one hand, it's actually possible to get decent
frame rates even without a 3d card . On the other hand,
even with a Pure 3d on the test system the frame rate can
drop to very low levels, especially in polygon-dense areas.
Is this a condemnation or a victory for Direct 3D? That's
not easy to answer. In fact, under particular conditions,
the non-accelerated version runs faster, although the
accelerated version has a far superior colors pallette. The
fact that the Pure 3d isn't completely outdoing the
software renderer is almost definitely due to the fact that
the textures the game uses are very large compared to the
tiny texture cache that 3d cards usually use.
In all fairness, it's amazing how well the rendering is
working. Consider that the size of the textures are
absolutely huge to cover the terrain with unrepeating
textures, and to have terrain with correct elevation
information requires a considerable number of polygons even
before you display the other objects, calculate physics,
update all the air traffic, and so on. Nevertheless,
players are strongly urged to use the fastest hardware
possible, and perhaps reduce the resolution, traffic
density, and some of the effects to keep the frame rate up.
Gamers would be well advised to turn the graphics
settings way down and use the best hardware possible.
Flight Unlimited 1 and Longbow 2 were known for being
graphically stunning even at very low detail, and
Flight Unlimited 2 is even more so. It just takes a
bit of faith to be willing to turn the settings low
enough and believe that everything will still look
and run well.
Sounds are in the game are extremely well done and quite
appropriate. Each plane has its own unique sounds for
everything from engine start, stall, idle, and cruise -
including very different sounds from inside and outside the
plane. The sounds of the engine at cruise speed seem a
little flat from inside the cockpit, but they sound quite
hearty at idle speed. The Beaver's radial engine has quite
the boomy rumble to it. The Baron's twin engines buzz
merrily in sync. If you're in the water with the Beaver,
you can kick back and just listen to the water lapping
against the pontoons. Pick up speed and you'll hear the
pontoons crashing through the wavelets. Flaps and landing
gear have their own unique sounds for deployment, and of
course, there are the various disturbing sounds of metal
groaning and shrieking as the airframe gets overloaded -
your best cue to take it easier on those acrobatic
pretensions.
Overall, Flight Unlimited 2 is an excellent package. I
can't claim to having any personal private piloting
experience to compare it against, but you can just feel it
when you've made a jump closer to the mark. Flight
Unlimited 2 definitely gives me that feeling. It brings the
look, sound, physics, and dare I say - ambience of civil
aviation to the home computer. It may have a few minor
flaws, but these are easily forgiven in light of how
effective the game is at both ignoring traditional civil
aviation examples and still being just great fun in its own
right.
So what's in store for the future on Flight Unlimited 2? A
free "drop-in" airplane will be made available sometime
around February. Expansion packs that may contain some
combination of more flyable area, more planes, more
adventures, and enhanced ATC communications. As far as
Flight Unlimited 3 goes, current plans call for dynamic
weather, multiplayer support(!), and more powerful
adventure play support, some of which is designed
specifically with multiplayer play in mind.