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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.
Click to continue
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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
Go to part III
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