Chief Master Sergeant (r) Ron McMasters, 45, is a native of Cleveland,
Ohio. He enlisted in the Air Force in January, 1973. Ron amassed over
3,000 hours as aircrew trainer and mission evaluator in RC-135 Rivet
Joint, P-3 Orion, and Special Operations MC-130 aircraft, flying 215
combat support and training missions. He has also flown the F-4G,
F-15C, and P-3.
About three months ago Ron McMasters flew a late beta of MiG Alley.
Since the US was delayed to December 15th, we've decided to print his
impressions of the game. Ron has especially insightful comments on the
flight model. Please note that there have been many changes to the game
which will be reflected in our full review of version 1.1 later this
week.
When Len "Viking1" Hjalmarson, editor of COMBATSIM.COM™ asked me to
review this latest addition to the Korean Air War combat simulators (of
which there have been precious few), I agreed, thinking it wouldn't
take much time. I had been sorely disappointed in past attempts at this
forgotten era (remember "Sabre Ace"?)
To be honest, I had never been very excited by Empire
Interactive's previous attempts at flight simulations (living overseas
at Kadena Air Base, Okinawa, Japan, for the past four years, I have not
had the opportunity to fight online, so I've probably missed out on
that front). My expectations for this title weren't very high.
Let's face it, most people just aren't interested in the Korean War
time period - a real shame, considering the tremendous loss of life and
the many unsung American heroes on the ground, in the air and at sea.
Another ho-hum flight simulator to snatch my money, right? WRONG!! You
want excitement? With MiG Alley, you've got it! Hang on for a great
ride, and don't forget to buckle your chute. You're going to need it.
Beta Busting
I tested this Beta version using a Pentium II 400MHZ system with
128 MEG of RAM. Graphics were handled easily with the Diamond Monster
Fusion 3Dfx Banshee board with 16 MEG of display memory, and a 17" CTX
monitor. Not the fastest machine out there, but who can keep up?
Anyway, with everything turned on to the max, the program ran extremely
smoothly. My joystick for this test was the Microsoft Sidewinder Pro
Force Feedback. It gave me some problems, and according to the experts
at Rowan most of the issues were with the stick itself. A better choice
for this sim is Logitech's Wingman Force.
Loading the program was a breeze. It accesses the CD, but I never
noticed it. The opening credits are colorful and exciting. Although the
graphics aren't quite as good as one might expect for today's standard,
I liked them.
The music is exciting and fits right into the shootdown sequence. I
liked the MiG Alley sign; it reminded me of the actual photo from that
period. Overall, the opening sequence, while creating excitement and
making me want to play, appeared a bit rushed. That said, I was still
ready to fly, fight, and win (I'm an Air Force guy; it's in my blood).
Fly Now!
One of the things I can't resist when I buy a new flight sim is the
urge to jump in and fly without any regard for flight safety or
consequences (In the real Air Force, Navy, and Marine Corps, discipline
teaches all but the washouts to suppress that urge). MiG Alley was no
exception. But I needed to set my preferences first.
The "Preferences" screen is clearly superior to most any other sim. No
matter if you are a novice or an ace, you can easily pick a wide range
of settings to suit your machine and ability, even midway through the
flight. I picked the hardest levels because I like to feel the agony of
defeat immediately after opening the box.
I was not disappointed. I selected "Hot Shot" for instant action. The
action was instant, and so was my demise. I watched as my F-86 flailed
helplessly through the air, with one wing fluttering uselessly nearby.
I should have ejected, but I couldn't find the correct keystroke fast
enough. So, I drilled a hole into the ground, then went back to read
the draft manual. Great crash and burn sequence, …complete with
screaming!
More Data Needed
Speaking of manual, they really fall short in this arena. The key guide
is ok, but nothing great, and the manual is spartan, to say the least.
I don't want to drag some manual down from on line help. If I am going
to pay $40 or more, I want a neat, colorful manual, complete with
aircraft info, historical data, and the works.
On the other hand, the addition of the declassified reprint from the
RAF Central Fighter Establishment, "The F86 vs the MiG 15" really adds
nice value. Many people who buy these sims know very little about the
history of the time until they read material like this. This was the
first jet-age war (Me-262s were just too late to really be a
significant factor in WWII) and virtual pilots need some aircraft data
and history to look at.
Armed with new knowledge, I tried the "Hot Shot" mission again. I did
much better than I did the first time. In fact, I found the MiGs to be
almost too accommodating in letting me shoot them out of the sky, even
with their experience levels maximized. AI was ok, but not as
aggressive as other sims I've seen. Enemy maneuverability was more than
acceptable, but they just never got very aggressive. (Ed.Note: this
improved prior to release and you will occasionally encounter some very
hot pilots, especially if you have COMPLEX AI PILOTS selected.)
I also didn't see much coordination between enemy AI pilots, but that
is not necessarily a bad thing; complex air tactics and mutual support
were still developing. I did witness some wingman mutual support, but
not enough for my blood. The Korean air war was the last of the "gun
duels" the world had seen since the advent of the airplane as a weapons
platform. With each burst from my guns, I could hear the bullets
hitting the MiG.
Each hit sounded like breaking glass, but at least I knew I was making
contact. If all were canopy hits, then I can understand the sounds, but
I wanted more variety (truth be told, you can't hear those sounds from
inside the plane). I could have liked to see little pieces coming off
the plane.
But when the MiG finally exploded, it was pretty impressive. Seeing
shards of airplane parts careening through the air toward my windscreen
was an awesome sight. But be careful. I got hit with a flipping wing
and it ate my lunch, forcing me to eject.
Speaking of ejecting, what's the deal with the pancake-looking pilot
just hanging there limp, looking like he's dead in the chute? And when
he hit the ground (and I mean HIT the ground), my wife was certain I
was dead. But I lived to fly and fight another day.
I tested ejecting from spins, uncontrolled flight, and at different
levels. If I had more than 500 feet, I almost always survived, unless
pointed straight down. Most of us know that isn't always the case,
especially when the aircraft is in violent, uncontrolled flight. I've
witnessed an F-4 Phantom pilot at Clark Air Base, Philippines drill
himself into the ground after his controls stuck in the full aft
position on takeoff, causing the aircraft to become inverted at about
200 feet. Makes for a bad day at the office.
Flight Characteristics
OK, now for the good stuff. Many people complain about realism,
physics, and flight characteristics. This sim, like all the others, has
its ups and downs, but it's mostly positive. Once the small glitches
are fixed, this is going to be a hot sim. Needless to say, I fell in
love with it. That said, I have some critical remarks along with my
praise of the project.
On the up side, the flight characteristics are pretty much realistic.
The takeoff sequence is pretty good, except the airplane does not leave
the ground very smoothly when at rotate speed. The nose wants to
porpoise and sink back to the ground. I usually have to jockey the
plane up and down to get it flying.
I practiced taking off with flaps and that minimized the sinking. But
don't raise flaps until you have at least 100 feet of altitude and at
least 120 knots of airspeed, or the aircraft will lose lift and it
could sink back to the ground, resulting in a crash.
The one unrealistic part of the sequence is that the wingmen, who start
their takeoff run slightly behind you, actually pass you up while still
on the takeoff roll. That would seem improbable when using the same
type of aircraft, the same throttle settings, and your aircraft engine
spooling up and rolling first. I mean, you are the flight leader, but
you will have to chase after your wingmen for a bit. Once airborne,
your wingmen will form up in their correct positions. Be careful
because every once in a while the wingmen will clip you, resulting in a
terrific mid-air or ground collision.
More on Flight and Physics
How do the aircraft maneuver? You want to jerk your airplane around
with wing tanks on? Well, you'll rip them right off. You want to whip
and over-G your plane with your ham-fisted flying? You may as well find
the "eject" button now because you'll literally tear the plane apart
with sustained over-g maneuvers.
With force feedback, you can feel every stall buffet, every maneuver,
and every shake of the airframe. The wrong maneuver can result in
structural damage to the aircraft. The manual didn't provide it, but
you had better find out how your plane reacts at different altitudes,
speeds, and configurations.
As most of you already know, cornering speed is very important in a
dogfight. I found that maneuvering between 350-400 knots worked well
with the F-86. In the F-80, it depends on your mission. I like dropping
bombs and shooting rockets at 250-300 knots to make good approaches,
but in a dense AAA environment, 350-400 works well for both ingress and
egress.
Overall, I found the flight characteristics were consistent and
acceptable enough to be called realistic. Deep stalls, g forces,
high-speed buffeting, turning radius dependent upon speed, climb and
dive rates, and acceleration rates all seemed well within actual
aircraft limits.
F86 vs MiG 15
The F-86 was not as agile as the MiG 15, especially at higher
altitudes. But the MiG-15 did not have hydraulic controls like the
F-86. For the communist pilot, it was all strength and endurance when
flying this fighter. That should, at the very least, translate into
fatigue and slower reaction times for the MiG AI pilot, but it doesn't
seem that way. At high speeds, MiGs could have real problems coming out
of dives or maneuvering onto your tail.
I was a bit disappointed to find that, at low altitudes where the MiG
should encounter severe buffeting and control problems at high speed,
the AI didn't seem to suffer. However, when I actually flew the MiG, it
worked as advertised. That plane bounced all over the sky.
At higher altitudes, your F-86 is clearly outmatched by the MiG, so I'd
recommend staying at medium to low altitude. I think the game should be
tweaked a little for lower altitude fights. The F-51, while no match
for the MiG-15's speed and cannon, should be able to out-turn its
adversary every time. Yet it's turning radius doesn't always reflect
that fact. That said, the F-51 is a fun airplane to fly (it was
re-designated F-51 from the older P-51 when "pursuit" was dropped from
Air Force terminology).
Spins were realistic. I especially liked the engine flameouts. Again,
the manual didn't tell me this, but I knew to retard the throttle to
idle before attempting engine restart. I also liked the fact that AI
pilots would stall and depart controlled flight under the right
conditions. I witnessed several MiGs auger in without my ever having
fired a shot.
If your airplane becomes damaged, you will see that damage on the
wings, and on the fuselage in the form of bullet holes when looking
from the external view. I would have liked to see a little more variety
in damage to flaps, tail, and wings, like chewed up control surfaces,
twisted airframe damage, etc.
Damage Modeling
You will also notice problems controlling the plane, depending on the
extent of the damage. It might be slight, or it might become
progressively worse until you depart controlled flight. Or the plane
might just suddenly explode.
When you feel and/or hear the AAA or enemy pilots plinking at your
aircraft, you had better take a look at the damage because there is no
other way to tell unless your plane begins to get "mushy" or begins to
lose control/power. By then, it's often too late. Refer to the eject
procedures above.
On the downside, I found it extremely easy to over-control the
aircraft, even with the dead zone set at "Large". Now, I know I just
said the flight characteristics were realistic. But, like English,
there are exceptions. If I got too close to the ground, I could just
snap it into the vertical for an instant, then level off. The aircraft
would react instantly, keeping me from plowing into the ground, but
with little to no buffeting, stall, or blackout.
In reality, the F-86 was nimble, but not quite that quick. Pitch and
roll were almost instantaneous, while yaw was a bit slower. It was
probably a problem with my particular joystick, but I found it too easy
to over-control the aircraft. Landing sequences in the beta still need
work.. they are far too forgiving. Also, the view and AOA when landing
seems off. Furthermore, the aircraft tends to yo-yo quite a bit at
lower speeds, then just sort of pancakes onto the ground.
I was also disappointed in the crash landing sequence (gear up) because
my airplane exploded every time, no matter how well I set it down.
Also, I was surprised the aircraft didn't sustain any damage when
lowering the flaps or gear at high speeds. Winds and gusting conditions
don't seem to be present, even though tower may report it as such. I
landed downwind with high winds, including crosswinds, all with
absolutely no problem. Even damage didn't seem to adversely affect my
landings.
Another oddity gave me trouble at first, too. When firing the guns, the
aircraft's nose has a tendency to pitch up. Once that happens, it's
difficult to put the pipper back on the target, especially when you're
travelling at 350-400 knots. I grew weary of maneuvering behind a MiG,
only to have the nose come off target at the firing of a few bursts.
(Ed. This seems to be related to the gun camera on some systems. Try
turning it ON or OFF.)
Radio Commands and AI Pilots
Radio chatter goes a long way in making a flight simulator, combat or
otherwise, a little more realistic and exciting. This one is no
exception. I liked the almost constant chatter from various pilots. It
gave me the sensation of being there. Some of the spoken parts were
choppy because of the way the numbers are accessed; sounds much like a
computer telephone operator recording. I would have liked a little more
variety though. After awhile, it became a little boring. I didn't like
always being called "Lee" when trying to shoot down an enemy aircraft
("Shoot him, Lee!").
I found the commands lacking in both realism and variety. If I couldn't
see a ground target (which was most often the case), the dutiful
wingman would point it out to me. But after that, I was on my own to
search. Luckily, I could give them the order to strike the target, then
watch where they went. I didn't have any means for ordering or
requesting mutual support, checking six, or some other commands
available in most other good flight sims. I never knew when a target
was hit, destroyed, or in need of further pounding.
My wingmen weren't the smartest AI pilots in the world,
either. They might begin attacking other aircraft, but then would get
lazy and not press home the fight. If I told them to pick their own
targets, they would respond, but would then just fly around aimlessly.
(This aspect of AI has been addressed in the v. 1.1 patch: Ed). I would
also have liked have the ability to tell wingmen which targets to
strike.
Yes, I could have assigned a flight to suppress AAA, but if all
aircraft were busy on other missions, I would like the option of
telling one of two guys to nail the AAA battery first, then pound the
primary targets. I think hearing that a target (air or ground) was
destroyed would have helped.
I got confused about sending pilots home. Sometimes, they didn't really
go home at all, they just came back into formation. I know that's what
the instructions say they will do, but how do I send them home to land
when they're whining about a lack of fuel? I rarely saw the aircraft
reform on my aircraft after an attack. Bottom line: I would have liked
to communicate more with my wingmen and other flights.
Post Combat Sub menu
I did like the fact that AI pilots identified enemy aircraft coming up
from behind, but they didn't always lend a hand to get them off of me.
When on the tail of a MiG, many enemies would just fly straight and
level, no matter how close I got to them. Often the MiGs never flinched
until I fired the guns and by then, it was too late.
The use of "Dentist", the GCI controller was appropriate for its time.
It was quite realistic, adding excitement to the air phase. But both
Dentist and the tower controller could have used a few more phrases. A
little more control over the AI pilots would have been a little more
realistic.
Keyboard Controls
One of the first things I noticed with this sim is the lack of
an autopilot. You're flying the aircraft the entire time. You have to
constantly watch your heading and altitude. I missed not having the
autopilot for those moments I needed to hit the refrigerator.
On a good note, I did appreciate their method of advancing between
waypoints, although I would have preferred a key to advance to combat
instead. I never saw any reason to actually fly the waypoints because
nothing ever happened to and from the target. Keep in mind, I didn't
fly every mission available in the campaign or entire war.
Some keystrokes didn't work at all. I couldn't get the spin recovery
key to work, although I induced several spins, including takeoff and
departure, spins from accelerated stalls, deep stalls, and flat spins.
None were recovered from by using this keystroke. Dumping fuel actually
means dumping auxiliary fuel tanks. No internal fuel could be dumped,
which is normally what the term implies.
Avionics
There really isn't much to say here. The cockpit avionics were
realistic, except this sim has a really strange heads-up display. I had
a difficult time getting used to the 3-dimentional levels for friendly
and enemy aircraft. But after awhile, it was easier, and even helped on
occasion. The artificial horizon can go. It serves no useful purpose,
other than to take up space.
Other gauges and dials worked well. But this is basically a VFR sim, so
don't expect to shoot any IFR approaches. I thought the instrument
panel was functional and right for this level of flight sim. I never
did figure out what the red light on the top of the instrument panel
was, though. I figured it was a stall warning light, but I'm still not
sure. I didn't see any Master Caution light, but then again, I am not
familiar enough with the F-80, F-84, and F-86 cockpit to know if they
had one installed.
Graphics
I thought the graphics were excellent. Not outstanding, but more than
enough for this sim. Let's face it, if you're tooling around looking at
scenery, you're not fighting the war. The vehicles were well done. I
even saw people running from them as they exploded!
Trains were also well done, make sure you have roads turned on or they
will seem to be running without tracks. Scenery was good, but the
buildings were not as detailed as I would have liked. I didn't know
which buildings were potential targets and which were blocked scenery.
I also had a difficult time finding targets on my own.
Other areas I liked included the reflections off the canopy, contrails,
and the clouds!! The transition through the clouds was impressive. The
effect was almost good enough for the novices to experience a little
spatial disorientation. Over all good job.
Explosions were well done, especially on the ground. I was impressed
with how aircraft exploded when destroyed. Another thing got my
attention - As I took off on an early mission, what do I see in front
of me, but a flight of F-82's!!! Seeing twin Mustangs really perked my
interest. That showed another aspect of their attention to detail in
the types of aircraft used in Theater. There's more, but I won't tell
you what they are.
Sounds
I thought the sounds were pretty good. I liked the throttle-up on the
engines, the wind racing in the cockpit when it had been shot up, and
the other sounds. Overall realism was good.
Campaign Mode
I found this simulator much easier to navigate through than some of the
newer sims, such as Falcon 4.0. Others may find differently, but I
liked how the pre-mission setup was mapped out. I found it easy to plan
for flak suppression, strike waves, and alternate routes in case of
damage. One of the really neat features is the ability to plan the
entire campaign at the strategic level as the Theater Commander. You
can monitor each pilot's skill, mission results, fatigue, and promotion
potential.
As aircraft are introduced into the Theater, you'll monitor attrition
rates, plan tactical and strategic missions, and move aircraft and
squadrons to different bases to maximize utilization and success rates.
You'll agonize over the same types of strategic battle decisions that
commanders have always had to make under the pressures of deciding who
lives or dies. Your analysis, planning, and execution of missions will
determine the outcome of the war.
Or you can just fly airplanes and let the computer worry about the big
stuff. If you wanted strategic control, be careful: If you don't manage
the fights to maximize destruction of slowing of munitions to the
troops, or look at the bigger picture, your campaign or war will be
over before you even get started. Don't think like a pilot…think like a
commander.
I could go on, but I think you get the idea. There's still work to be
done with this sim before it's ready for the market, but I am already
sold on the final version when it comes out. I will definitely buy this
sim. If you want a good flight simulation depicting the Korean War, MiG
Alley is the one.
While you're waiting for the finished product, may I suggest reading up
on the Army, Air Force, Navy, and Marine Corps involvement in this U.N.
police action. Learn about our forgotten heroes in the air, in the
trenches, and on the sea. Honor them for having served their country so
very proudly. Remember their dedication to duty and commitment to the
mission while you're having fun with this simulation. I know you'll
enjoy this one.
Ron McMaster
Chief Master Sergeant (r) Ron McMasters, 45, is a native of
Cleveland, Ohio. He enlisted in the Air Force in January, 1973. After
intensive language and classified training, he became one of the most
proficient and respected North Vietnamese linguists in his field.
Specializing in communist force structure, air combat tactics and
doctrine, along with US and Soviet bloc aircraft and weapons systems,
he was a premier expert in North Vietnamese air and air defense
systems.
Ron amassed over 3,000 hours as aircrew trainer and mission
evaluator in RC-135 Rivet Joint, P-3 Orion, and Special Operations
MC-130 aircraft, flying 215 combat support and training missions. He
has also flown the F-4G, F-15C, and P-3. While stationed at Clark Air
Base, Philippines between 1982 - 1985, he was a key figure during the
return of MIA remains from Hanoi, Vietnam and helped pioneer new
airborne communications jamming equipment for use during special
operations.
Ron's decorations include: The Defense Meritorious Service
Medal, The Air Force Meritorious Service Medal, seven Air Medals, three
Air Force Commendation Medals, three Air Force Achievement Medals, and
five Humanitarian Service Medals. He retired from active duty on 1 July
1998 and is still assigned at Kadena Air Base, Okinawa, Japan as a
civilian.