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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.
Click to continue
. . .
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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.
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