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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).
Click to continue
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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.
Go to Part IV
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