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TORQUE IT UP
The engine sounds are generally good and are distinctive to each
plane. I expected a more characteristic roar when adding full
throttle and dumping a quart of simulated av gas into the
cylinders. Throttle response leading to acceleration may or may
not suit you. It's a difficult area to model so that everyone will like it.
Torque effects can be turned on and off. The "on" setting will
give a tendency to roll around the center axis and countering
this with opposite rudder, as combat pilots did, does not correct
it. You must use the ailerons. Uncharacteristically, you fight
to hold a heading when even torque monsters such as the P-47 were
neutral in cruise trim. Even with torque turned off the aircraft
seem to turn tighter one way than the other.
The gauges are adequate, but not as clearly legible as some would prefer. Every combat pilot I've ever talked to said the same
thing you will: "in combat you keep your eyes on the enemy, never
looking at the instruments- you just listen to the engine."
MISSIONS
In single missions you can set up the parameters you want. You
may select the A/C you wish to face and what machines you want to
face them with. The level of the enemy can be green, veteran, or
ace.
If you are sim experienced I'd suggest the "ace" setting
for the Allied side. On the German side beware of those
intercept missions and expect to get hurt. Your wingman will
soon be exhorting you to get out of your crate once a wing tears
off!
Running careers is where it's at. I signed up to a P-51B outfit
and got a triple on my first mission and a double the next with
the setting for the enemy on "veteran." With Zemke's Wolfpack flying the P-47C is a bit more difficult.
In 1940, as a German in the 109E-4, I had a tougher time. It took four missions to become an ace. Dang, those Tommies can turn! In the G-6 in
1943 against the heavies is near suicide! Flying a Spit Ia vs He
111's and Ju 88's seemed too easy on "veteran" though.
Relatively, the Ju 88 is harder to knock down than the He 111, as
it was in reality.
You begin each mission with a map briefing. The subtitles help
if your high school German is rusty. If you have friends who are
not sim freaks, they'll love this screen. Depending on the A/C,
there is a variety of action with beautifully clear resolutions
that look like a computer animated movie. Engines are tested,
welding torches sparkle, controls surfaces are moved, and out the
door other planes fly by.
Once at the hanger you can change the roster or ordnance if your
rank is high enough. Scores and number of missions flown by the
squad's pilots are on a chalk board. Many of the last names are
those of real aces with different first names, lending a familiar
feel to it all.
After take off, the "a" key kicks on autopilot to help you stay in
formation. It's useful for take off and landing until you
observe and learn your plane's characteristics. You hit ALT N to skip to the
next encounter unless you want to just fly and enjoy the ride. The 8X time compression is great for closing long stretches, but mine seems to work
infrequently at less than six miles.
Click to continue
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If you survive your mission, debrief lets you know how you faired.
You win medals and are promoted. You then go to your barracks
where you can check entries in your logbook, listen to the radio
and look at your medals. I only wish the log book listed the
types of A/C you destroyed. Outside vehicles drive by and hot
shots make low passes over the field.
There are multi-player functions that will link you up via LAN,
the internet, or modem to modem. Odds are you'll have people to
fly with somewhere.
I'LL BE RIGHT THERE
One thing most pilots will like is the pretty fair wing man.
There are adequate commands to allow a wide spectrum of
communications between you and you wingie, the squadron, the
whole flight, and ground control. Your wingman will warn you
about bandits on your six with loud commands to break. He'll tell
you the direction of the bandit you are tracking too.
In fact, the radio is realistically alive with voices- elated
ones claiming kills; desperate ones in trouble or going down;
calm ones of ground control and wing leaders issuing instructions.
That "big sky" feeling hits you again when a squadron mate is
calling for assistance and you can't see him.
I still find
myself repeatedly calling my wingman for cover with mixed results,
as in Aces Over Europe. There is an "anyone help" call that seems
to be more urgent. It seems to bring aggressive, friendly
fighters in faster. I just want my wingman to see me as God and
shoot the bad guys off my butt right away. But this a minor
complaint at best.
KA-CHING!
When you do get hit by enemy ordnance, the sound is lifelike.
You hear metal being pierced for sure. A box of heavy bombers
will make you think you are in a hail storm if you loiter too
long. Now I can truly appreciate the 109 pilot, Mike Karatsonyi,
who described to me tearing in, firing best he could, and
egressing to keep ahead of the Mustangs. There are some
excellent ricochets and thuds in the sound effects also. (No more
cheezy synthesized tones to approximate things).
Flight models seem comfortable. No new revelations for the
experienced simmer. They fly well and there are noticeable
differences between the individual A/C. Vices and virtues are
modeled uniquely.... you be the judge as to how well.
Diving is well modeled. At shallow angle you will pick up speed
quickly. At steep angles you'll find maximum speed approaches
alarmingly fast. It is a certainty that your A/C will be
damaged, perhaps un-flyable, if you pull out too rapidly. The
airframe will groan when put under stress in dives or other high
G maneuvers too.
Inertia is believable in all aspects such as a zoom climb. Your
aircraft will glide well if you lose an engine. Bellying in is
dicey and it's safer to hit the silk if you are over friendly
territory. You can always replay the mission if you do badly.

Padlocking a ground target.
Go to Part III
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