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European Air War: Part II
by Leonard "Viking1" Hjalmarson
 

Attention to detail shows in virtually every area of European Air War. While terrain isn't as photo realistic as that in Combat Flight Simulator, it's still beyond that of WW2 Fighters and looks especially good from anything over five thousand feet.

Padlock in EAW works very well, and you have a couple of basic choices for the view system. You can use a fixed cockpit view, where an "x" will float around the edge of your screen to represent the direction which you must pull to put your current target in front of you. You can also use this system with a no-cockpit view.

Alternatively, the standard floating padlock is simulated. Choosing the virtual padlock will simulate your head turning to retain your opponent in your field of vision.

The snap view system is placed on the number pad and works well also. Its a quick way to regain orientation relative to your target or simply to scan the air space around you for enemies.

Incidentally, you might wonder whether your own vision is really necessary for spotting bandits. In the two brief missions I've flown today, it was me who first called the bandit location in the second mission. I expected that the flight would then engage, but since I was flying as wing leader they waited for my signal.

P51 Normal Padlock
P51 Padlock

While the views and padlock of EAW work well, I could wish for something other than a small x around the edge of my canopy to indicate the direction to target in fixed cockpit view. The "x" can be difficult to see, and if it disappears altogether it means that the bandit has gone outside of your ability to turn your head and your peripheral vision.

As I noted after my E3 report, EAWs engine can place up to 250 aircraft in the air at one time. What this means in real (virtual) life is that you will encounter situations with up to 120 aircraft. Add some flak to this melee, aircraft taking damage and making smoke, and you will find that your screen will become very busy indeed!

Sound and effects in EAW are state of the art. I was surprised to hear the deep rumble of the engines even on the small speakers that were used at the Planes of Fame Museum. Sound quality seems more complex than Combat Flight Sim, and to confirm my impression I invited an acquaintance who also had the CFS beta to comment:

Click to continue . . .

 

EAW

"Yes, the sounds are richer and more varied. After only the first five minutes I was noticing more variation than I had heard in hours of running Combat Flight Simulator."

This comment carries over to the voice interaction. Whether its a call from ground control or from your Squadron leader, you'll appreciate the accent and intonation. This is especially true if you fly for the Luftwaffe. German language with subtitles takes the sound immersion to the max!

By the way, pulling high negative or positive G's while firing your guns can be very, very risky. Gun jams are modeled, and G effects or overheating your guns can place them permanently out of commission. There is no way to repair them in the air and you will be forced to return to base.

Finally, European Air War is the only WW2 sim this fall that models a fully dynamic campaign. This means that your next mission is not predetermined, and will vary depending on the success or failure of your previous mission. Furthermore, an element of randomness will also impact when and where you will encounter the enemy, as well as enemy numbers. No two missions will ever be quite the same, making for high replayability.

EAW

That's all for now. I wanted to give you my impressions from a few hours of exposure to the Gold (final release) version of EAW. I'll withhold comment on the AI until I've had more time in the simulation. Since I made this trip at Microprose expense, I have assigned the final review of EAW to Jim Tittle. Expect to see his review in the next week or so. The release date for EAW is set at November 3rd.

Go to Part III: Air Combat School

 

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