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Fighter Squadron: Screaming Demons Over Europe

by Dennis Greene
 

Interestingly, EAW is considered the premier solo simulation available, with a small but strong following for online play, and Jane's has become the focal point for many online enthusiasts. With the split decision there was no apparent king, and the hardcore community gazed with longing toward ParSoft and their coming release.

Previews, rumor, and speculation promised a game that would model true Newtonian physics, a flight model that would match or surpass that of A-10, and a sensation of flight as real as today's technology could support. On the down side, it was also made clear from the start that FS:SDOE would not have a campaign.

ParSoft also stated that this would be a serious attempt at a "true" simulation, including the opportunity for expansion. Players would be able to add in their own planes, with their own flight models (FM's), custom paint scheme's, custom mapping, custom mission designing and support for 8-16 online players.

In short, although FSSD would lack the ability to put you in the WAR (campaign), it promised to put you in the cockpit! The stage was set, and ParSoft and ActiVision set themselves up for an acclaimed simulation or just another disappointment.

Reality Check

Like EAW and WWII Fighters before it, FS:SDOE provides a remarkable game and simulation, but it's not perfect. Despite a wonderful physics model and a FM that conveys the sensation of flight very well, there are noticeably missing elements which we'll cover later.

The simulation community had concerns about what planes would be included in the game, as well as their number. FS:SDOE released with 10 aircraft, and all of them flyable. For the American's the P-38J, P-51D and B-17G. The British received the most variety with the Spitfire V, Mosquito VI, Typhoon, and Lancaster. The Germans come equipped with the Fw-190A2, Me-262 and Ju-88A4.

This decision also raised some criticism as the typical Me-109's, P-47's and such were not present. This isn't as big an issue as it seems, however, because these aircraft and others will eventually be added in with OpenPlane®, ParSoft's instruction set for construction of aircraft.

Kicking up dust
Even the manufacturer's label on the gunsight is relatively legible.

Room with a View

The graphics come very close to Jane's in both functionality and beauty. The clouds in the game are the best seen yet in any aircraft simulation. Planes are beautifully modeled with moving surfaces for ailerons, rudders, flaps and elevators. Put too much stress on the wings and watch them flex and warp. Do it for too long and they break!

The level of detail is incredible. Break a wing, and see the wing rib exposed and in complete detail. Shoot off the tail of a bomber and see inside the fuselage. Lose part of your wing and see the jagged edge and small super structure dangling. Fly past an aircraft and look through the cockpit and see his instrument panel, with all dials and gauges working.

Click to continue

 

Kicking up dust
The instruments are legible even out here.

Everything you could hope in terms of detail is present except bullet holes. The terrain graphics are also well done and allow the pilot to determine his altitude when low over land with little effort (it is not as easy over water, but that's the way it is in real life.) Hills, valleys, farmlands and small communities are present on the landscape.

Airfields are well done and enhance the sensation of flying, landing and taking off. There are coastal defenses, bunkers and ground units. Planes smoke when damaged, sometimes from engines, but also from wings and from the landing gear area as well.

Wind is modeled and smoke from chimneys bend as the wind blows, enhancing the experience. Fires spread when ignited, from building to building and even trees. Oddly, fires on planes are the least represented of all the graphics. Fires on aircraft are more functional than they are beautiful when compared to the rest of the simulation.

Now Hear This

Sound in FS:SDOE is well done. There is nothing truly awesome about it, but it does convey the sensation of being there. Engines vary for pitch depending on throttle settings, machine guns and cannon are easily distinguished, and multiple gunfire is easily understood. One of the simulations nicest sound features is the ability to hear the plane creak, groan, grind and scrape when you load stress and G's onto the frame.

Although Air Warrior II and III also modeled this, FS:SDOE seems to have taken it a step further. You can hear the ailerons scrape when you move them and with increased speed you can hear them flutter slightly along with the elevator and rudder. Your aircraft is constantly talking to you, and for me this really enhances the in-flight experience. After all, planes really do that. A few have reported soft background hissing or pilot voices that are too soft. There has even been one person who reported that sound cuts out altogether for him.

These occurrences are isolated, more system related than software related and with a bit of troubleshooting should be easily addressed. If your sound card is capable of it and your CPU fast enough, you might try adding this to your sdemons.ini to see if it improves your sound quality: DSFreq=44100 and DSbps=16. Although this won't do much for the sounds that come with the game which are in 8 bit, 12000Khz sampling, any future sounds added can take advantage of the higher Khz sampling and may improve your sound quality just slightly.

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 Last Updated March 2nd, 1999