"Meat on the table," is what Thunderbolt ace Bob Johnson called
the Me 110. ("Me" because that's what aces of the time knew them
as, not "Bf".) The rear gunner squirts a feeble stream of seven
point nines vaguely in your direction as your .50's get him
smoking good from 300 yards. You touch the trigger again and he
disintegrates into a big ball of flame. Your wingman
congratulates you as you bank away to avoid the pieces, searching
for another victim.
WWII IS BACK!
You'll experience the above scenario, and much more, in
Microprose's European Air War. All the heavy metal is there too.
Fly-able is the P-38H & J, P-47C & D, P-51B & D, Hurricane I,
Spitfire Ia, IX & XIVE, Typhoon IB, Tempest V, Fw 190A8 & D-9,
Bf 109E-4, G-6 & K-4, Bf 110C & G, plus the Me 262. (See Jim's earlier article on the aircraft of EAW).
Bombers you will meet are the B-17, B-24, B-26, Mosquito, Ju 87, Ju 88, He
111, plus the V-1's. Some of these aircraft have never before
been modeled in a simulation. Even if they have, it's never been
this good. This is what all of the World War II air combat fans
have been waiting years for.
GRAPHIC IMAGES
First, but not foremost, is the graphics. I compare previous
WWII sims such as Secret Weapons of the Luftwaffe, Aces Over the
Pacific, Aces Over Europe and Pacific Air War's graphics to
Warner Brothers cartoons. Everything is defined and clear enough
but it's all like a neatly done coloring book. Color is brighter
and every line of every object in the air and on the ground is
totally distinct.
EAW is more like a well illustrated comic book. It is not
cartoonish yet not photographic quality either. More realistic,
it leans towards a fine, detailed aviation oil painting by Stan
Stokes or Roy Grinnell. Paint schemes are immaculate showing
weathering and wear. Squadron markings are good enough in detail
to be recognizable. Everything looks right.
I personally do not want too much terrain detail. After you fly
over a few times and "gee whiz" about it, it's just ground
clutter when you're trying to pick up that 109 turning at 10
o'clock low. EAW does quite well in this respect. As you focus
on the gray camo 109G clearly, the surrounding realistically blurs away.
Me262-A1 flight scrambles to intercept the
heavies.
VIEWING ROOM
Simulation designers have a tough job in creating views. Nothing
is like turning your head and moving your eyes in a real cockpit.
We must rely on punching view controls or padlock an object.
The padlock will project the object chosen on the screen, no
matter which direction it is relative to the way you are flying.
Disorienting at first, you can practice and soon coordinate your
stick and rudder moves to line up the enemy plane in the sight
ring. It is the nearest thing there is to natural, reflex, line
of sight viewing.
One good crutch is the target info that brackets the on-screen
object with range, aircraft type and heading. Altitude and speed
read out on an unobtrusive HUD at the lower right of the screen.
Jet sims have used it for ages in target acquisition at long
ranges. You can select the amount of info displayed over a given target.
Target info on screen.
Spit IX Evening Shot
I can rationalize this aid because in reality you can see so much
better at WWII combat ranges than off of the dumb monitor screen.
Your 17-19" screen is about the size of an open comic book, and
you're doing a "where's Waldo" on the pages. Next time you're
really in a 737 descending at 5,000 feet going 250-300 mph, note
how much detail your eyes take in. No contest.
I can tell you that, with perfect clarity, you will see an
aircraft traversing the screen at 1/4 mile away. As with
all of European Air War's features, if you do not like them, you
can turn them off.
Over all the view dynamics are really fine. You immediately get
the "big sky" sensation. The old WWII sims took in a scope of
about a mile around your A/C, aircraft. EAW can make you feel
very alone in the sky, taking in tens of miles of view at a time.
Read any combat narrative and pilots relate the same feeling.
Target tracking left on will read out to 500,000 feet behind you!
Weather effects are nicely done. Chasing a 109 over France in a
P-47C you'll find yourself slipping in and out of wispy, low
marine layers of coastal clouds. The haze on the horizon is
perfectly real.
The size of the enemy aircraft is a tough to model to suit all.
The plane is larger at all ranges than previous WWII simulations
but I believe that some will still find them small. You can use
the "+" key to zoom in from 700 yards with .50 caliber and 20
millimeter being deadly. Input through the joystick is
amplified during zoom so slight movements are the order. The
orange tracers guide you without being too bright.
B-17 limping along on 2 running engines
SHOOT TO KILL
The two settings for gunnery are "easy" and "realistic." At
killing range of 200-300 yards an E/A, enemy aircraft in a smooth
turn is VERY hard to hit in "realistic." On "easy" it seems more
real to me as you see errant strikes noted with flashes and smoke
puffs as the A/C is lightly hit. When you are missing solid hits
the few rounds that are in the vicinity give you hints for
adjusting.
I've heard many pilots speak of this. In "realistic"
you just plain miss. At six o'clock it seems about the same on
either setting. Few planes have ammo rounds counters and you
must be prudent with your ordnance, like real. Quick bursts
squeezed off are the only way to excel. One neat, realistic
feature is the gun feed stoppage you randomly get on a weapon.
Flying through bomber debris in the Me 262 put all my 30mm's out
of action once.
Wingman View
Weapon sounds are a bit puny for my taste relative to the engine
sounds. The four .50's on the P-51B sound about like the eight on
the P-47. The 30mm is a nice thumper so best turn it all up to
savor all the audio.
TORQUE IT UP
The engine sounds are generally good and are distinctive to each
plane. I expected a more characteristic roar when adding full
throttle and dumping a quart of simulated av gas into the
cylinders. Throttle response leading to acceleration may or may
not suit you. It's a difficult area to model so that everyone will like it.
Torque effects can be turned on and off. The "on" setting will
give a tendency to roll around the center axis and countering
this with opposite rudder, as combat pilots did, does not correct
it. You must use the ailerons. Uncharacteristically, you fight
to hold a heading when even torque monsters such as the P-47 were
neutral in cruise trim. Even with torque turned off the aircraft
seem to turn tighter one way than the other.
The gauges are adequate, but not as clearly legible as some would prefer. Every combat pilot I've ever talked to said the same
thing you will: "in combat you keep your eyes on the enemy, never
looking at the instruments- you just listen to the engine."
MISSIONS
In single missions you can set up the parameters you want. You
may select the A/C you wish to face and what machines you want to
face them with. The level of the enemy can be green, veteran, or
ace.
If you are sim experienced I'd suggest the "ace" setting
for the Allied side. On the German side beware of those
intercept missions and expect to get hurt. Your wingman will
soon be exhorting you to get out of your crate once a wing tears
off!
Running careers is where it's at. I signed up to a P-51B outfit
and got a triple on my first mission and a double the next with
the setting for the enemy on "veteran." With Zemke's Wolfpack flying the P-47C is a bit more difficult.
In 1940, as a German in the 109E-4, I had a tougher time. It
took four missions to become an ace. Dang, those Tommies can turn! In
the G-6 in
1943 against the heavies is near suicide! Flying a Spit Ia vs He
111's and Ju 88's seemed too easy on "veteran" though. Relatively, the
Ju 88 is harder to knock down than the He 111, as
it was in reality.
You begin each mission with a map briefing. The subtitles help
if your high school German is rusty. If you have friends who are
not sim freaks, they'll love this screen. Depending on the A/C,
there is a variety of action with beautifully clear resolutions
that look like a computer animated movie. Engines are tested,
welding torches sparkle, controls surfaces are moved, and out the
door other planes fly by.
Once at the hanger you can change the roster or ordnance if your
rank is high enough. Scores and number of missions flown by the
squad's pilots are on a chalk board. Many of the last names are
those of real aces with different first names, lending a familiar
feel to it all.
After take off, the "a" key kicks on autopilot to help you stay
in
formation. It's useful for take off and landing until you
observe and learn your plane's characteristics. You hit ALT N to skip
to the
next encounter unless you want to just fly and enjoy the ride. The 8X
time compression is great for closing long stretches, but mine seems to
work
infrequently at less than six miles.
If you survive your mission, debrief lets you know how you faired.
You win medals and are promoted. You then go to your barracks
where you can check entries in your logbook, listen to the radio
and look at your medals. I only wish the log book listed the
types of A/C you destroyed. Outside vehicles drive by and hot
shots make low passes over the field.
There are multi-player functions that will link you up via LAN,
the internet, or modem to modem. Odds are you'll have people to
fly with somewhere.
I'LL BE RIGHT THERE
One thing most pilots will like is the pretty fair wing man.
There are adequate commands to allow a wide spectrum of
communications between you and you wingie, the squadron, the
whole flight, and ground control. Your wingman will warn you
about bandits on your six with loud commands to break. He'll tell
you the direction of the bandit you are tracking too.
In fact, the radio is realistically alive with voices- elated
ones claiming kills; desperate ones in trouble or going down;
calm ones of ground control and wing leaders issuing instructions.
That "big sky" feeling hits you again when a squadron mate is
calling for assistance and you can't see him.
I still find
myself repeatedly calling my wingman for cover with mixed results,
as in Aces Over Europe. There is an "anyone help" call that seems
to be more urgent. It seems to bring aggressive, friendly
fighters in faster. I just want my wingman to see me as God and
shoot the bad guys off my butt right away. But this a minor
complaint at best.
KA-CHING!
When you do get hit by enemy ordnance, the sound is lifelike.
You hear metal being pierced for sure. A box of heavy bombers
will make you think you are in a hail storm if you loiter too
long. Now I can truly appreciate the 109 pilot, Mike Karatsonyi,
who described to me tearing in, firing best he could, and
egressing to keep ahead of the Mustangs. There are some
excellent ricochets and thuds in the sound effects also. (No more
cheezy synthesized tones to approximate things).
Flight models seem comfortable. No new revelations for the
experienced simmer. They fly well and there are noticeable
differences between the individual A/C. Vices and virtues are
modeled uniquely.... you be the judge as to how well.
Diving is well modeled. At shallow angle you will pick up speed
quickly. At steep angles you'll find maximum speed approaches
alarmingly fast. It is a certainty that your A/C will be
damaged, perhaps un-flyable, if you pull out too rapidly. The
airframe will groan when put under stress in dives or other high
G maneuvers too.
Inertia is believable in all aspects such as a zoom climb. Your
aircraft will glide well if you lose an engine. Bellying in is
dicey and it's safer to hit the silk if you are over friendly
territory. You can always replay the mission if you do badly.
Padlocking a ground target.
UNDER THE HOOD
"Can my hardware run it?" you ask. Well, the CD installs briskly
and without a hitch. I would recommend upgrading your
video/graphic card if you are running 4 meg. At current bargain
prices you can get 16 meg Banshee boards for less than $100. Four
meg will run a bit stilted and slow on some screens, but you can still
use it. 32MB RAM is OK. I upgraded to 96 after installing EAW
and noticed little difference.
My 266 MHz CPU is seemingly doing
fine. Sure faster is better, but I have no comparison with a
slower system. I'm certain EAW will "function" on the minimum
system but "run," no. You will have fun with it even with a few
video stalls.
Gunsight view of straffing run on formation
of B-17s
My biggest gripe is the long 20-50 second wait between clicking
on, say, pilot career or configuration from the main menu screen
even with a 32X CD ROM. It's just dead time staring at the black
glass tube as you listen to the rickety music taken off a scratched,
needle-stuck 78 RPM record from WWII.
He 111 Info
Is Microprose's European Air War "the" definitive combat flight
simulation? No. There is none. We all see features in one sim
that we wished were in others. That's the way it has been and
will always be.
Is Microprose's European Air War a complete and comprehensive
sim for 1999? Yes! It should bring back the WWII simmers and
sinners who left for the jets for want of more modern features
that would reflect well on their modern systems.
Ok, there is nothing truly revolutionary here, unless you count the
ability to select various movies for WW2 footage. But some of the
features here are seen for the first time in a WWII prop simulation.
5-6 years is a long dry spell without WWII flight simulations. EAW is a welcome evolution. The wait is over.