One of 1998’s most highly anticipated military
flight simulations has finally hit the virtual
European geography with a big impact. Jane’s WW2 Fighters
is here, but does it fulfill the high expectations
set for it?
Jane’s WW2 Fighters comes at ya with spectacular
FX
With one more major WW2 era sim left to be
released this year, (SSI's Luftwaffe Commander), the picture is getting clearer on who will be the king of the
skies over 1945’s Europe - and on our hard
drives.
The short of it is that Jane’s WW2
Fighters pushes special effects to the next level
of heights, but falls short in some of the
features most important to the serious (a.k.a.
hard-core) simmer. Let’s first examine the
expectations that were set by the following to be
found on Jane’s website (http://www.janes.ea.com):
"I have been playing the WWII Fighters game for
about six months now. The graphics are incredible,
and I find the dogfighting to be as close as you
can get to realism on a computer screen, and it
still allows the novice to have fun, too! WWII
fans will love this one for its historical
content, as well as the game play." -- Col. C.E.
'Bud' Anderson, Triple Ace, flew 116 Combat
Missions in WWII.
" No other simulation -- in fact, no other
computer game -- has so accurately simulated the
appearance of a real-world combat environment." --
Denny Atkin, Computer Gaming World
..."more than merely a feast, its a canvas. It brims with atmosphere,
and it shows the artists touch at every pause. Sometimes it borders on
surrealism, but mostly it is simply beautiful... the best description
of the game is that you are flying in a WW2 movie." Len Hjalmarson,
www.combatsim.com
So much for the opinions of others, let's embark now into what this reviewer
experienced, and we will sum up at the end if the
expectations set were met by what we received, as
well as how this sim rates in my estimation.
WW2 Fighter’s Museum motif graphical user
interface
After a flawless installation and going through
all the very well laid out options and preferences
screens, (which were all done in a nice radio
button and switches motif, apropos for the 1945
era), we enter the Jane’s Museum. Talk about a
work of art! This graphical user interface (GUI)
is a perfect example of form meets function.
What’s more, you get to hear splendid Glen Miller
big band music - another nice shift from jet sim
rockin’ and rollin’ tunes. You start out by
entering the foyer of the fighter’s museum, and
then have the choices of: immediately going to
instant action fur-ball, go behind the kiosk and
review European theater details, turn left to
study and test fly the 7 planes, or turn right into the war room where
the solo, multiplayer, campaign and mission editor await you.
The War Room, both artistic and functional
The hangar room is where you can select any of
the 7 fighters and view the plane, cockpit,
engine, test fly, view camera footage, and even
listen to aces that flew them describe their
opinions of these wonderful planes (P-51 Mustang,
BF 109-G, P-47D Thunderbolt, FW 190A-8, P-38J
Lightning, Me 262A-1 jet, and the Supermarine
Spitfire Mk. IX).
What I liked was the ability
to get the information on each plane and even test
fly it un-molested before going on to combat.
Jane’s has certainly added historical context as
well as aircraft specification details to the
military flight simming experience just as it has
for Fighter’s Anthology, but this time with a real
touch of class.
The Hangar GUI - more than good looking
So let’s leave the museum rendered GUI behind and
move on to the flight dynamics, damage modeling,
mission offerings and multiplayer aspects of WW2
Fighters. Suffice it to say that Jane’s GUI
talents are top gun based upon what we have seen
from Longbow2, F15E and now WW2 Fighters. Now we
get to the heart of the matter.
With Jane’s penchant for hitting the non hard-core market (as
with Fighter’s Anthology and Israeli Air Force),
as well as the serious (Longbow2 and F15E) the
question arises: is this a light/mid-range or
hard-core/serious sophistication flight sim? My
finding is that it's a curious mixture of each, both a strength and a weakness.
P-51 in action (note uphill running streams)
First let’s examine the special effects nature of
WW2 Fighters. The pictures within this review
should speak for themselves.
I have never seen
any released sim as close to photo-realistic as
this one. Painstaking attention to detail was
obviously put into both the interior cockpits and
exterior texturing of these birds. The colors
are clear and vibrant, the propeller whirls
realistically, the cultural and theater markings
are akin to what I see in my collection of WW2
books. Fire the weapons and bombs whine as they
are released, primary and secondary explosions are
very believable.
This angry yellow jacket bares its sting
If you haven’t invested in a sub-woofer and PCI
sound card, this is a good excuse to do so. The
F9 fly by view is one of my favorite in this
sim. Each plane screams by you with its own
distinctive engine roar with the full Doppler
effect. Shell casings can be seen dropping from
beneath out of their exit ports, gun/cannon
flashes and muzzle smoke puffs as you squeeze out
the rounds. So when others say that the special
effects realism is the best yet, I have to agree
full heartedly.
A Spit 9 sports its classic curves
What is really unique about the special effects
are the voluminous clouds and flak.
Fly low and you will see very good looking low
level graphics much akin to Jane’s F15-E. What
you won't see is the shimmering satellite accurate
terrain (like IAF or iF18), nor the highly
detailed repeating tiles of MS-CFS or
Falcon4.
The terrain WW2 Fighters has is a good
compromise between these two extremes that I
believe helps the frame rate. Take a look and
see the next few shots and see what I think is
Jane’s best foot forward and contribution to the
immersive feel of "being there".
Bf 109-G runs the flak gauntlet
B-24 medium bombers (not player flyable) over
Germany
Detailed cockpit with reflections and adjustable
seat
FX galore: sun glare, glistening skin, clouds,
flames and smoke
The Me 262 Stormbird with frame rate counter
OK already, enough of the hot graphics you say.
So what is all this going to cost me to run this
on my rig? Well, the box recommends a P2 300 or
better, 64 MB RAM, 300 MB HDD, X8+ CDROM, and a
3DFX based 3D graphics card.
It requires at least a P200 CPU, 32 MB RAM, 200 MB
HDD plus 50 MB Windows swap file, and a Glide, D3D
or OpenGL graphics accelerator card. Face it,
this sim is not going to look and run great on
technology more than a full year old (I recommend
EAW if you are on older hardware).
On my P2 300
rig with a 12 MB Voodoo2 card, I was getting 18
FPS over terrain and upwards of 58 FPS with all
blue sky around the plane. That was with all the
details and options turned all the way to max.
So mileage will vary upon what you do with the
settings. Yes, WW2 Fighters is a special effects
wonder, but you will have to have the hardware to
get the full bang for your buck.
A FW 190 goes down after a head on with a stubborn
Tommy
The next major areas of interest to me are flight
modeling (FM) and its kissing cousins: damage
modeling and object physics. Apart from
multiplayer aspects, this is the heart and soul of
what defines a flight sim to be of what genre of
sophistication (i.e. easy, mid-level or
hard-core). For the sake of being complete, I
will define my terms and state my rule of thumb for characteristics of these three ratings.
An "easy level"
sim is one where the learning curve is very short
for even the novice simmer, basically a yankem
and bankem arcade styles sim. Some examples would
be: Jane’s USNF, Lucas Arts Xwing vs. Tie
Fighter, F22 Raptor.
A "mid-level" sim goes
deeper into the flight modeling, on line features,
avionics, mission editing, and campaigning. This
level of sophistication usually requires the
simmer to actually crack the manual open and do
some homework. Energy tactics are now coming
into play, and the flight model makes you take notice
of spins, stalls, weapon envelopes, etc. Some
good examples would be: Nova Logic’s recent F-16
MRF and MiG-29 pair, Hornet Korea, EF2000, Total
Air War, RedBaron2 and Jane’s IAF.
Finally, a
"hard-core" sim (where my tastes lie) are
everything that mid-level sims have plus a higher
level of detail in the flight modeling, object
physics, viewing/padlock system, mission editing
and generation, detailed campaign engine and pilot
statistics, AI modeling and very good multiplayer
support - both H2H and COOP. Fine examples would
be: SSI’s Su27 Flanker, WarBirds, Jane’s
F15E and LongBow2, iF-18, EAW, FC-Gold, MS-CFS,
Falcon3 (for it's day) and Falcon4.
Note the leading edge flaperons and split flaps on
this 262
Now you may disagree with my classifying some of
these games into one of these categories, but the
fact is that it's just my opinion and a lot of
these are fence sitters that could easily go
either way.
For example, is TAW closer to being
hard-core with its very broad product features, or
does it belong in mid-range due to its rather easy
flight model? For me, the flight model is the
major component in what is hard-core or not. I’m
sure we all will draw that fine line differently,
but for argument’s sake this is how I rate sims.
Now back to rating WW2 Fighters along this scale.
Emergency landings are hell on the gear, note the
twisted strut.
When it comes to flight model, WW2 Fighters falls
short of being truly hard-core. This came to be
a real disappointment to me personally for two
reasons.
First I’ve looked up to Jane’s to be
THE hard-core sim developer lately. With
products like Longbow2 and F15-E, I had hoped for
a top notched flight model following these other releases.
Secondly, with the media and marketing hype as I
previously quoted, my expectations were set
high. They mention a high level of realism. If
that means graphics and sounds, OK, I agree. But
if this was meant to imply realistic flight
dynamics; then I have to say that WW2 Fighters
does NOT deliver. Why?
While the feel of
flight is very good, the hard-core simmer looks
for flight behavior at the edge of control. That
is to say, departure characteristics: flight dynamics such as
spins, stalls, compressibility, and faithfulness to
known flight specifications.
A bad day at the office, note the cockpit damage
I confess that I am not an aeronautical
engineer. But I am an engineer who has flown and
studied WW2 era planes as well as spent many
hundreds of hours in Fighter Duel and Warbirds -
what I consider to be the benchmarks for WW2
flight sim modeling. What I noticed with WW2
Fighters is that the stalls are good, requiring
energy management as I would expect. But the
spin nature is very weak.
While set to the HARD
setting for flight model (note that I dislike any
variable flight model option; if it has to exist,
it better be globally set by the multiplayer
host), I would do MAX-G turns at low speeds and
could not get into a hard spin. Easy spins, yes,
but hard to recover spins were not to be had.
Even high AOA were easily obtained with little
effect on performance.
Both Warbirds and EAW have
very believable spin and AOA modeling - as such I
rated these two sims as hard-core. I hope
Jane’s reads this review and patches this HARD
setting to be what it should be… HARD. Else why
bother with a variable model feature?
I also dislike the auto pilot feature that lets you sit back
and let the computer dogfight and mud strike without your assistance.
I would much rather see an auto pilot that kicks out when
you’re within a certain radius of combat or
tactical triggers. Rowan’s WW1 Flying Corps
Gold did this very nicely. It is for these
reasons that I rate Jane’s WW2 Fighters FM as
mid-level. Now let's talk about what I LIKE about this sim...
Red light at night, a pilots delight: P-38 cockpit
with legible gauges
Jane’s has some of the
very best artificial intelligence (AI) modeling I’ve seen, on par with
Su27 Flanker and TAW. You have to
really be watching your six at all times, whether
in solo or multiplayer with AI bogeys in the
vicinity.
You will see bandits use both the horizontal and vertical axis to gain the
advantage. Not just a predictable turn fight
like I see with MS-CFS and EAW (probably EAW’s
biggest flaw). If you don’t watch out, you will
end up either hitting the silk or as dead meat
from a head-on collision.
And talk about details. All the avionics are
superbly detailed, including the movable flight
stick or yoke. The wing control surfaces all
work, including leading and trailing edge
flaps. Damage modeling has been taken to the
next level of refinement. Landing too hard or on
soggy ground will end up with sheared or tweaked
struts.
Gun and cannon hits will not only be
heard, but also seen externally. And you gotta
love the catastrophic damage. You can see the
anodized frame, bent props, shot up cockpit and
even gory blood splats. The ground objects are
very realistic, including running deer and
soldiers that scramble from stricken vehicles.
Gun and ballistics and bomb explosions are
spectacular.
Virtual cockpit with excellent padlocking and
optional targeting window
Another critical feature is the object/target
selection and viewing/padlock system. As the Top
Gun fighter’s axiom goes: "Lose sight, lose the
fight." Maintaining situational awareness
(SA) is absolutely critical when surviving in a
hostile 3 dimensional environment view with a very
small and focused 2-D perspective.
When it comes to te WW2 genre of sims, there’s always the debate on
whether or not padlocking is appropriate. My take
on it is this: I don’t want magical targeting and
padlock like EF2000/TAW, but I do want a
padlocking system to aid me in SA. However, make it
limited in its scope. That is to say, allow target
lock and padlocking within what is considered to
be realistic eye resolution and head range of
motion. Su27, Falcon, and MS-CFS and EAW do this
nicely.
As you can see for yourself in the
pictures, WW2 Fighters does an excellent job as
far as snap, fixed, scrolling, padlocking view
systems. In fact, you can even adjust your
virtual pilot’s head within the cockpit to give
you the amount of field of view (FOV) that you
want.
The only problem I see is that the range at
which you can padlock a target is much farther
than what is realistic. Also you can "cheat" by
having a secondary target/object window give you
much more detail than what is realistic. This is
another indicator of not being purely hard-core.
Another questionable feature is the pop-up
instruments when not using the cockpit artwork.
Some really hated this with Jane’s FA, but I don’t
have a problem with it. No, it's not "realistic,"
but it's a great way to increase the
visibility and at the same time increase frame
rate. Only turn on the pop-ups when you need
them.
Mission editor for single, campaign, and
multiplayer creation and briefing
WW2 Fighters supports single and campaign
missions for offline or solo gameplay. It uses a
mission selector with 40 canned single missions
that you can edit and pre-flight brief via its
mission editor. This means that you can either
use the canned missions or make your own. This
is a feature that will ensure a longer shelf and
hard disk life when compared to its WW2
competitors (CFS on release lacked a mission editor, and EAW still does not have one).
What’s more, any of these missions can
be flown in multiplayer. Thus both dogfighting
(H2H) and cooperative (COOP) missions are
supported for both solo or online simming.
What
was disappointing was that for both single and
campaign missions, the debrief summary and
statistics are very basic. Worse, mission
objectives are too easy and can be had
by simply turning on the auto pilot. Simple solution, however: don't use the feature if you want more realism!
Cooperative multiplayer STRIKE mission with enemy
CAP
If you get tired of H2H dogfighting, you can
either use the canned COOP missions or create your
own. The good news is that the mission editor is
fairly sophisticated and can have air and ground
forces that are controlled by a logical trigger
mechanism. This can make up for the rather lack-
luster campaigning and stats system.
Note that you can also go to the Jane’s website and down or up
load mission files (send us your best missions by clicking HERE). Here is an example of a
strike mission similar to one I just read in a
recent true story posted here on CSIM a week or so
ago: an Me262 strike on a forward Allied
airstrip (note the attention to details for the
special effects).
The sun sets on the aftermath of your STRIKE.
This COOP mission leads me on to the last section
I want to touch on, that being my favorite topic,
multiplayer (MP) support. One of the ways that I
go about testing a sim for MP support is to try it
on both IPX/Kali FLIGHT server
(http://www.kali.net), and over direct connection
via TCP/IP. Finally, I try a dedicated arena like
Jane’s Combat Net (http://www.janescombat.net).
What I got after hours of testing, was mixed
results and reports.
First of all, Jane’s for
whatever reason either did not test or chose
purposefully to not support Kali/IPX. This is
most disturbing, because nowhere can there be
found a more dedicated and helpful cast of
characters. The multiplayer code simply does
not recognize Kali’s IPX emulation. Both MS-CFS
and EAW do, as will upcoming SDOE.
For TCP/IP connectivity, I have seen very bad
warping where the planes literally jump hundreds
of yards at a time, making dogfighting
impossible. At other times I’ve been able to fly
in tight formation and even within a plane’s
length away before the warp was noticeable.
This would indicate to me that if you have a
decent ping latency (400 ms or less), you will
probably have a good multiplayer experience.
But even still, your success is dependent on a few
more factors (other than the alignment of Jupiter
and Mars). That being how many players are also
connected, their connect rates (and ping values),
and how many objects and AI air and ground targets
are involved. So you see, while the superior
graphics of Jane’s WW2 Fighters is its strength,
its also its Achilles’ heel. This is where EAW’s
256 color graphics allows for far more active
objects in multiplayer.
It’s a trade off of game complexity versus
available bandwidth and CPU cycles. As
technology continues to race forward, we will be
getting more complexity over our faster
connectivity technologies. Needless to say,
having ISDN, IDSL, Cable modems or a local area
network (LAN) are going to give you the best
experience online.
Flying formation over internet TCP/IP
Below is an example of flying upclose and
personal with a pilot from the Kali flight
server. We were dogfighting over TCP/IP. I
have a cable modem, he has a 56K modem running at
31kbs (due to his ISP’s limitations). Our ping
value was near 350 ms with 0 to 10% packet
transmission loss.
What this gave us was about 45 minutes of fantastic gun battles until the
packet loss finally caught up to us. What
happened was when he flew under a few hundred feet
from the ground, he would appear on my screen as
flying half buried under ground. Obviously
positional data was being lost over time. To
solve this we just restarted the mission.
Note too, that we used ROGER WILCO
(http://www.resounding.com) for voice comms the
whole time. (If you haven’t experienced live
verbal communications while dogfighting or COOP
missions, you’re missing the 7th dimension in the
flight simming experience: 3D visual, 3D aural,
and now voice).
If you can’t do voice comms, text chat is well
supported in multiplayer. The remaining option
is to fly on Jane’s own dedicated flight server
called JCN. They have a lot of problems with
their login database, but once you get in to their
system which is TCP/IP based, it is a smooth
flying connection.
Janes has a fast server that
hosts the missions, helping reduce the peer to
peer connection loading effects. The best part
is that usually there is someone 24-7 (24 hours, 7
days per week available). Apart from lack of
IPX/Kali support, I give Jane’s a thumbs up on
their multiplayer support.
Lining up a victim who failed to check six - good
multiplayer stability
SUMMARY
So we come full circle and have to sum up WW2
Fighters and try to answer that hard question:
which WW2 sim do I get?
On the down side, WW2
Fighters is plagued with both minor bugs (i.e.
cannot start a MP COOP on the tarmac without a
hideous repetitive crash bug), to serious hard-core
rating stoppers like the flight modeling (spin,
compressibility) short falls, and the
magical auto pilot and targeting. Also the
manual was a ¼ inch, 90 page deal, targeting only the
bare basics.
What I would have liked to have
seen coming from Jane’s is details
on each avionics instrument and how it is to be
employed. Energy management (E-M) tables for a/c
comparison would have been useful. Granted, much of the
historical and pictorial details are embedded in
the Museum GUI, so that detail was not left out.
I did notice that the cockpit instrumentation from
the museum did not match those in the cockpit art
while flying (specifically the placement of the
gas temp and pressure gauges are swapped).
I also experienced a few lock ups when I shot all my
R4M rockets on auto fire when up close to my
target. But the lack of wingman commands is also a big
area of neglect. When you fly solo or COOP,
wingman commands make or break a mission. EAW
does a much better job of this. It seems to me
that Jane’s left the hangar door open for SDOE to
surpass them. We will have to wait and see as to
what SDOE delivers.
Single Mission Selection.
On the plus side of the coin, WW2 Fighters is the
most graphically and sound pleasing (engines,
weapons, explosions and that wonderful big band
music) sim ever crafted to date. The enemy AI is
splendid. The damage modeling is unparalleled.
The attention to detail on both the cockpit
interior and exterior accuracy and flight control
surfaces is very good. The multiplayer support
continues to be an area of strength for most all
of Jane’s sims.
Mission Builder and Quick Missions access screen.
The mission editor gives user
created missions for both solo or MP game play,
making WW2 Fighters unique (this area could have
also been covered better in the manual). This is
where Jane’s F15E failed us, and where LongBow2
delighted us. The viewing and padlocking systems
provide good SA, almost too good as I mentioned
earlier, due to the targeting range and target
pop-up window.
Jane’s WW2 Fighters tries to be all things to all
people, and we know this is a very precarious path
to follow. I would rather they make some sims
targeted just for the larger easy to mid-level
market, and other signature sims targeted
primarily for the bleeding edge hard-core simming
community, and then identify the target market on their website and on
the box to that effect.
I regrettably report
that IMHO Jane’s WW2 Fighters is not what it could
have been, but still could be. If serious
attention is paid to the many bugs and short
falls, and a patch released within a reasonable time, then this
could be the classic hard-core WW2 sim. With
SDOE, Falcon4, and Su27 V2 coming out soon, the
window of opportunity is rapidly closing. Life spans for non-
classic sims are measured in months, and for classics, in years
(EF2000, Flanker, Falcon3 and WarBirds).
So do I recommend this sim? Absolutely! Under the
proviso that you have the right hardware and
online connection bandwidth, AND that if you are a
hard-core simmer, you are aware of the short
falls and are willing to gamble on Jane’s dealing
with those serious flaws outlined in this
review. If you are an easy to mid-level weekend
warrior, I know you will love this sim.
I think its the best of the bunch thus far with
Screamin’ Demons Over Europe (SDOE) yet to be
released, reportedly in February or March of '99. There is
far too much good in WW2 Fighters for it not to be
in your simulation hangar, especially if you have high end hardware.
But, as always, one has
to keep his/her expectations in check.
Till we meet in the skies, Check Six.
AV8R
P.S. Special thanks to the many hard-core simmers
on Kali FLIGHT who unselfishly spend their time
with me online to test MP for this review.