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Fighter Squadron: Screaming Demons Over Europe

by Dennis Greene
 

Although there is a tremendous amount to like about the physics that are modeled and the FM as well, there are other issues that can set one's teeth on edge. Like:

  • · Fog that limits visibility as a fps saving convention
  • · Airwalls at the edges of the map screens to prevent players and planes from fall off the edge of the map.
  • · Bomber engines falling off and disappearing after catching fire, as if the engine never existed on the wing.
  • · Landing your plane without landing gear or raising your landing gear while landed, then drop your landing gear and watch your plane rise up like an elevator, sometimes damaging it, sometimes not.
  • · Occasionally pieces that break off your plane don't act like a piece of the plane but paper or cardboard and flutter like you would expect for paper or cardboard.
  • · Multi-engine controls that are not documented, but can be adjusted within the keyboard.inp, does not fully work and Michael has openly admitted to a bug with multi-engine control, which is being worked on.
  • · SLI and Rush video cards not fully compatible with the initial release.
  • · Once the program is installed, the game not recognizing that the CD is present and not letting one into the program.

There has already been a beta patch release which takes care of the vast majority of the CD problems, and ParSoft is working very hard on the SLI/Rush video issue. This latter patch is in the QA stages as this article is being written. There are high hopes that the other issues and especially the FM issue will be addressed as soon as the dust settles from the release.

Anyone Seen My Padlock?

Some of the more interesting features of FS:SDOE are enhancements of current technology. One of the gems in the game is its padlocking system. Not since Falcon 3.0 was launched has there been an evolution in the implementation of padlocks. Many have tried, with various degrees of success, but none have really taken it to a new level. The padlock feature in FS:SDOE, however, has succeeded. Its movement is smooth and accurately mimics head movement.

The experience is enhanced by the ability to zoom in and out while in padlock view, independent to the zooming from the static/virtual cockpit view. Also, as a target gets closer to the center of the gunsight, the padlock view slowly and automatically zooms in closer to the target aircraft. This auto zoom feature can again be adjusted with the zoom control keys "[" and "]".

Click to continue

 

SDOE
A flyable B-17.

This outstanding feature draws you into the scene and does an admirable job of mimicking the ultra-concentration one feels in situations like this as you focus attention on your target! As the target moves away from your sights, your view pulls away (depending on how you have your zoom configured), leaving you with that sensation of reawakening to the world around you.

The targeting keys for friend, foe and neutral are all available in the game and matched flawlessly with the padlocking system. One of the interesting features of targeting is the ability to look somewhere and "lock" your view with the Ctrl-t. When combined with the padlock this allows you to target "areas," very useful for ground strafing and landings.

Targeting controls allow you to cycle forwards and backward (t and Shift-t) as well as tag your wingman or other friendlies with Alt-t. Used in padlock mode, it will smoothly orient your view (as you would imagine your head would do) to the target of choice in real time.

Couple this with the HUD assist of target tagging (like Jane's and EAW) and you will easily pick up your target. For a challenge and treat, like the pilots of the time, don't use tagging. The farther away you are from your target the less precise the padlock feels, but as you get closer and closer the more "focused" it becomes.

Missions Anyone?

Although the mission editor is powerful, flexible and has an easy to use interface it is not easy to master. This is in part due to the documentation, which is more of an outline than clear how-to directions. There are many factors and variables you have to account for when designing the missions. Be prepared to spend a lot of time with the editor until you become familiar with it, because the rewards are definitely worth it.

All missions can be created for use as both solo and multiplayer. Be aware that a multiplayer mission has a limit on the maximum number of planes. The default is 8 planes, but if you add this: NetMaxPlayers=16, to your sdemons.ini file you'll be able to extend that limit to 16 players/planes.

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 Last Updated March 30th, 1999