Make no mistake about it, MS Combat Flight Simulator is not
"just another" WWII flight sim.
If you are already flying the civilian simulator, MS FS98,
you already know how extendible it is. CFS carries all the
goods from FS with it. That means scenery from pretty well
anywhere in the world can be downloaded from the Net and
used with it.
It also means that you can fly almost any of the literally
thousands of free aircraft available on the Net. Some are
better than others. The things (extensibility, especially)
that helped make MS FS so popular (MS claims it's the best
selling computer "game" of all time) should ensure that
this is a sim that will not soon lose its place on your
hard drive.
Frankly, Microsoft, when compared to other simulation
producers, started out with a huge advantage because of
their ongoing work on MS Flight Sim. They have taken full
advantage of all they have learned over the 16 plus years
of its existence by bringing a lot of it to CFS. The
enhanced scenery in CFS is supposed to be a preview of what
we can expect in the next version of Flight Simulator, to
be titled FS 2000. If this is indeed the shape of things to
come, then the future of flight sims looks bright.
This MS FS pedigree means that everyone from neophytes to
older flight sim hacks like myself can probably find
something to like about this sim.
To accommodate the variety of skill levels CFS has a
plethora of available skill level and configuration
options, all the way from invulnerable to realistic. As I
was doing some review testing on the sim a friend showed up
with four 11-year-olds from his son's baseball team. They
wanted to try it out. On the standard jet sims there would
be little point in giving them a go.
In this case, however, I put the difficulty settings all
the way down to invulnerable and let them fire away.
Needless to say, I had to pry their sweaty little figures
off my controllers to get them to give each other a chance.
There is so much here it's difficult to know where to
start. The aircraft? The environment/scenery? The Game
play? The AI? The multiplayer? The multimedia training
films? The documentation? Ok, let's consider all of the
above and in that order.
The Aircraft
CFS comes with eight flyable fighter planes. They are the
Hawker Hurricane Mk I, Supermarine Spitfire Mk V and the Mk
IX for the Brits, the Mustang P-51 and the republic P-47
Thunderbolt, (the Jug as it was affectionately know) for
the Yanks. For the Luftwaffe you have a choice of The
Messerschmitt BF-109E the BF-109G and the Focke-Wulf 190A.
In addition, if you feel more like flying a WWI kite, they
have included the Sopwith Camel from FS98. In one of the
few oversights in this sim there are no Russian aircraft
included, but then this IS the European Series, presumably
they have other theatres of operation planned.
However, for anyone who's ever NOT used MS FS, then you
will be happy to know that there are literally thousands of
aircraft available. Most of them a free download on the
Internet; as well, there are retail packages from
professional A/C designers available which are generally of
higher quality. Almost any of these aircraft can be
"imported" into CFS and automatically have guns attached to
them. Even civilian transports such as a 747 will have guns
attached if you use it in CFS, what you would do with guns
on a 747 is another question.
Additionally you can use these custom aircraft in
multiplayer too as long as the participants all have the
same a/c available to them they will be able to see the
others a/c. ie. if you want to fly the F86 Sabre Jet in
combat against others then all will need to have the same
a/c in their CFS directory. If you try to fly your F86 on
the net and others don't have a copy, you can still do it,
but to others it will just look like a very fast Spitfire!
You do this of course, at your own peril, if you choose to
use other aircraft in multiplayer your opponent(s) will be
notified of this by the plane label that is clearly visible
to all.
Detail and Views
Another thing you notice immediately is the cockpit detail.
The cockpits look incredible. Instead of looking like they
are fresh from the factory, the paint is chipped around the
canopy giving them a much more realistic "used and abused"
feeling. The instruments are laid out exactly as they are
in the real thing; they must have done their research.
CFS Cockpit. Click for 800x600.
However, this is not just another pretty face cockpit.
Rather, there is a great deal of information given to the
pilot via the instruments. The slip ball rolls flawlessly
back and forth as you maneuver your aircraft, and can be
used exactly as in the real aircraft. For example, check
the ball when lining up on a bandit, because if you are
slipping or skidding too much it will throw off your aim.
And speaking of slipping and sliding, I was impressed to
notice that flying in this sim is the first time I have
really noticed A/C slippage. I am not sure why this is the
case, but it seems they have gone to some effort to make it
more obvious. If I have one problem with this, it is that
the A/C seem to slip and skid a bit too much now.
The views are generally quite good. F9 gives you a
"tactical view," a small window with a top down view of
other aircraft within about two miles. Two miles isn't as
far as it sounds at 600mph combined closing speed.
There is a full screen view with gun sight that most people
will use often because of the increased "under the nose"
visibility. (It would be nice if this could be set in the
preferences for online play).
Padlock views are good, though unless you have a monster
system it takes a little while to switch back and forth
from padlock to fixed view. Best to do it once before the
fight if possible, this seems to help set it up and next
time it works faster.
In fact Microsoft has pioneered a fixed view padlock system
that is one of the most effective yet seen in a prop sim.
Once you select your target, you will have additional
information superimposed around the object. You can toggle
this info on and off according to your preference, but so
long as your target is selected it is marked by a color in
the tactical window and by a 3d conical arrow that appears
on screen, always pointing to the direction you need to
pull to bring your target within your deadly crosshairs!
If you prefer, you can switch to a virtual cockpit. This
view gives better visibility than the full cockpit and less
than full screen, but still includes functioning
instruments. And as in Flight Sim '98, you can configure
multiple windows with the views you prefer to give you a
much improved situational awareness.
Oddly, one of the few oversights in the view system is the
lack of a friendly padlock. Perhaps this is because little
emphasis was put on interaction with wingmen. One hopes
that a friendly padlock will arrive in an update, since
anyone who's tried to fly with a wingman knows how
impossible it can be in a dogfight to keep track of your
wingy.
Environment:
To quote a friend, a military pilot, "When I come up on a
bogie in CFS, I get the sense of flying form on someone
(which I have done a lot for real), but I did not get this
same feeling in … (insert other sim here)."
In my book, environment encompasses not just scenery but
many things, and is essential for suspension of disbelief.
It includes scenery and sound, i.e. things like radio
chatter, doppler sound effects, and wind, sun glare and G
effects as well as how your plane interacts with the
"physical" World. In these departments, CFS again comes out
at least as good if not better than most of its rivals.
The scenery in CFS is second to none, if you have the
hardware to run it. I would suggest at least a PII 233 and
Voodoo II or comparable. However, I have successfully run
it on my P166 mmx with two Meg, Cirrus Logic video adapter.
(Setup tried to put the resolution at 320 x 240 x 16 but
this looks like hell (runs at about 10 fps), and returns
you to the bad old days of jagged and pixilated lines).
On my 166 CFS will run at 640 x 400 on low display
complexity, about 8 fps, depending largely on how many
planes you have going at the time. Clearly not the ideal
setup. However, add a Voodoo card to the 166mmx setup and
you will have a workable system with quite acceptable
performance. In 1 v 1 I get 20fps at 640X480. Microsoft
gives these specs as minimum:
· Multimedia PC
· P133 or faster microprocessor
· Microsoft Windows 95, 98 or NT 4.0 operating
system
· 16 MB of RAM
· 200 MB of available hard disk space
· Quad-speed CD-ROM drive
· Microsoft Mouse or compatible pointing device
· Windows 95-compatible sound board
· Microsoft Direct3D-compliant 3D graphics
accelerator card (recommended)
· Headphones or speakers (recommended)
· Supports force feedback hardware compatible
with Microsoft Direct Input API
My PII 233 with Canopus Pure 3d, Voodoo I and 8 Meg STB
Velocity runs CFS quite well at Max complexity, but there
are pauses occasionally (mostly at start-up, after a while
it settles down). There doesn't seem to be much difference
in frame rates between either the Pure 3d, which runs in
800 X 600 and the Velocity 128 when running at 1024 x 768.
If anything the STB card runs a bit faster at 600 X 800 but
the best thing about the STB is that you can run in 1024
resolution which is gorgeous.
The scenery in CFS bodes well for the coming FS 2000. VFR
(Visual Flight Rules) navigation in a flight sim will take
a big leap forward on the PC if all the scenery looks as
good as it does in CFS. It's somewhat hard to explain in
words just how good this scenery looks, and even screen
shots are not as impressive as seeing this landscape
rolling beneath your wings in real time.
The Game Play.
CFS is somewhat weak in this area when compared to some of
the other titles out there. There is no dynamic mission
generator or coop multi-player. And while your wingman and
others will make radio calls, informing you of bandits or
calling for help, you can't issue orders.
However, the missions themselves are great fun, partly
because of the excellent flight, damage and ballistics
modeling (see below). And there are other things that will
keep most people interested, e.g. scenery additions or
third party aircraft etc. And who knows what kind of
expansions to this world we might yet see? In the meantime,
just bring your imagination.
AI, Ballistics and Damage Model
Enemy AI is another of the few disappointments I
encountered with CFS, though there are some mitigating
factors. In Quick Combat, the AI even on ACE level is
pretty well a novice to intermediate level pilot. I have no
trouble shooting down two of two enemy A/C in this mode
every time.
Oddly, this doesn't see to be so true in the single or
career missions. however that in the offline single or
career type missions. In these the AI pilots seem to be
more aggressive and just generally better, and if you don't
keep good Situational Awareness (SA) you'll get toasted
pretty quickly. Perhaps giving the pilots a clear objective
(in programmed missions) has an impact on the AI
effectiveness.
However, if you think this will get you ready for online
play, you are in for a shock. Against real players who know
ACM it will not be nearly so easy. Furthermore, in online
play the Bandits seem to be smaller which of course makes
them harder to hit.
In truth, there is a great deal happening behind the scenes
here, and Microsoft has done some innovation in the
computer controlled pilot (CCP) arena.
One of the firsts is the development of realistic SA for
the CPPs. The field of view for CPPs is divided into six
sections and each section is modeled according to the
pilots current attitude, taking into account the parts of
his aircraft as well as sun attitude and cloud layers. As a
result, these guys will realistically lose sight of you
depending on where you are before and during a dogfight.
AI pilots come in different flavors (5 levels of skill) as
well as flying with the same flight model you will use. But
here again Microsoft has done some innovation, and instead
of simply modeling manouvers according to pilot skill and
aircraft characteristics, they have modeled the actual
control input on the stick, and a zealous pilot could lose
control the same as you would!
CPPs are also aware of the individual strengths of their
aircraft, and the higher their level of skill, the better
they will take advantage of those strengths and seek to
exploit the weaknesses of yours! You will see CPPs using
energy, altitude, and manouverability to their advantage.
CFS is state of the art in other ways also. You'll quickly
discover when your own aircraft takes damage that there is
a great deal of detail in the damage models. A few shots
from a bandit on your tail and you may suddenly find that
you can no longer roll to the left as well as you can roll
to the right. Or you may find your engine gradually losing
power. Or your ability to roll using rudder may be
hampered.
In fact, any object that can incur damage can incur damage
in three levels: leak, break, or bomb. The result will be
appropriate to the aircraft part in question. For example,
an aileron will never leak, but at the low level of damage
its effectiveness is impaired. A fuel tank, on the other
hand, will leak, and at the highest level of damage it will
explode. How many areas can be damaged? The B17G can take
damage in 44 distinct areas.
In the same way, ballistics and physics is modeled in
appropriate ways. Individual bullets have ballistics, and
various guns have appropriate muzzle velocities. In fact,
the nose cannon on a B17 has a different shell size and
velocity and trajectory than the tail gun, and the scope of
the gun is limited in accord with the actual model.
Multiplayer
You can not change starting altitude when hosting a game,
and starting from 5000 ft all the time is neither
historically consistent nor does it make any tactical
sense. It also makes for a short flight before you are
turning and burning at ground level.
Overall, quality of game play in multiplayer is good, with
smooth response as tested on the MS IGZ www.ZONE.com At
present you are limited to eight players to a game on the
Zone. However, in the game options box in IPX mutiplayer
setup there is provision for, count'em two hundred and
fifty six players! I wouldn't be surprised if the Zone
added at least a couple more player capability at some
point.
With eight the maximum number of players in a game there
was occasional skipping but nothing really out of the
ordinary Internet gremlins, and probably due to my
connection. You can choose to play a melee or team type
game. Unfortunately, all you can do is dogfight against
other players for now; no coop, or bomber escort missions
etc. I suspect this will come in time, whether from MS or
from the CFS community. That said, dogfighting is all many
people want to do so for them this will be acceptable.
SUMMARY
To sum up, this is a sim you will probably want --no-- need
to have, if you have any interest at all in WWII era air
combat. Chances are it'll get worn in like your favorite
pair of slippers and you'll find yourself putting the CD in
the drive and returning, time after time, to fly in any
number of combat situations and geographic settings.
Moreover, don't forget all the FS aircraft and scenery that
is already out there on the net. With a little imagination,
almost any scenario becomes possible. At present, the
missions are somewhat limited, but MS has promised that a
mission editor for CFS is forthcoming.
Download Peter's customized Sabre and MiG 15 and fly them
in CFS:
Sabre vs MiG 1.8 meg.