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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!usc!cs.utexas.edu!tamsun.tamu.edu!stat!kuebeler
- From: kuebeler@stat.tamu.edu (Mark Kuebeler)
- Newsgroups: comp.sys.ibm.pc.games,rec.aviation.simulators
- Subject: SVGA Air Warrior - Preview (Long)
- Date: 23 Nov 1992 12:39:32 GMT
- Organization: Texas A&M University, College Station, TX
- Lines: 401
- Distribution: na
- Message-ID: <1eqje4INNm4m@tamsun.tamu.edu>
- NNTP-Posting-Host: stat.tamu.edu
-
-
- This is a fairly long winded description of the multiplayer air
- combat simulation Air Warrior and in particular, SVGA Air Warrior,
- a boxed version of the AW front-end program which I've had the
- opportunity to test. SVGA just went into production and should be
- in the stores by Christmas.
-
- DISCLAIMER: The opinions expressed below are my own. I do not
- represent Kesmai, Konami, or GEnie in any way. Descriptions of
- features of SVGA Air Warrior are based on a test version of the
- program, so some features may differ in the final version.
-
- ************************************************************************
-
- OVERVIEW OF AIR WARRIOR:
-
- Air Warrior (AW) is a multi-player air combat simulation on GEnie.
- Players must run a front end program (FE) on their home computer and
- connect through GEnie to a host computer running AW. The FE takes care of
- the graphics and flight simulation computations, and communicates the
- player's position and other data to the host, which in turn sends the FE
- data for the other planes in the vicinity of the player.
-
- Players can fly for one of three constantly warring countries (simply
- known as A-Land, B-Land, and C-Land), either solo or as members of
- organized squadrons. Each country has a number of airfields and a
- variety of WW2 era fighters and bombers available to it:
-
- P-51D Mustang B-17G Flying Fortress
- A6M5a Zero-Sen B-25J Mitchell
- Spitfire Mk IX A-26B Invader
- Bf 109F-4 Mosquito Mk XVI
- Focke Wulf 190A-8 Mitsubishi G4M2 Betty
- P38J Lightning Junkers Ju 88A-4
- F4U-1D Corsair C-47 Skytrain
- Yak 9D
- Ki-84 Ia Hayate
-
- There are several WW1 era planes available in the WW1 theater:
-
- Fokker Dr. 1
- Sopwith Camel
- Spad S.XIII
- Fokker D.VII
- Bristol F.2B Brisfit
-
- Three jets are also available:
-
- Me 262 A-1a Sturmvogel
- F86-F Sabre
- MiG 15
-
- Bombers have multiple gunner positions which can be manned by other players.
- Most airfields can be destroyed by the enemy, some of them can even be
- captured. There are also strategic targets (radar, factories, refinery,
- city) in each country that can be attacked. Some airfields have host-
- controlled anti-aircraft guns, and there are ground vehicles that can be
- crewed by multiple players for air defense or attacks against ground
- targets.
-
- There are separate WW2 theaters with European and Pacific terrain, and a
- smaller theater for WW1 air combat. The main game takes place in the combat
- arena, where player scores are kept by the host. A scoreboard is maintained
- listing the standings of all Air Warriors. There is a separate training
- arena where no scores are kept and the planes are loaded with "blanks" so
- nobody can be shot down (rather, you are informed that you have been shot
- down). Historical scenarios are offered on a semi-regular basis in a special
- scenario arena. Each theater has a maximum capacity of 50 players. However,
- due to network limitations only one combat theater at a time is currently
- available (in addition to the training arena and WW1, which are always
- available). The combat theater changes approximately every three weeks, at
- which time all scores are archived and reset to zero.
-
- Since human opponents can be much more challenging than computer controlled
- enemies, the learning curve in AW is correspondingly steeper. To help
- new players learn the ropes, regular training sessions are held each
- Tuesday evening in the training arena. The front ends also have an
- off-line practice mode so that players can practice take-offs, landings
- and aerobatics, however there is no means of practicing gunnery other than
- online in the training or combat arenas. The most recent addition to the
- AW training program is the Air Warrior Training Academy (AWTA). AWTA
- is a package deal consisting of structured training sessions, manuals
- and maps, all for one low price.
-
- AW is currently supported on IBM, Amiga, Macintosh, and Atari ST computers.
- The front-end programs can be downloaded at no cost from GEnie, but the game
- itself is not free! The cost is currently $6/hr, the usual GEnie rate for
- non-basic services. Support materials such as maps or manuals can be ordered
- for a reasonable cost. Still other files like player designed artwork, films
- and help files can be downloaded at the non-basic rate. There is a very
- active bulletin board for AW related topics, which is a GEnie basic service,
- and is included in the monthly membership fee (currently $4.95). This is
- a particularly good place to learn more about the game without spending a
- lot of money. To get to the AW bulletin board, type M1045;1 from any
- GEnie prompt. This is the Multiplayer Games Roundtable (MPGames). The AW
- topics are in categories 3-6.
-
- ===========================================================================
- SIGNING UP FOR GENIE SERVICE:
-
- To talk to a GEnie service representative, dial 1-800-638-9636.
-
- To open an account on GEnie:
-
- Set your terminal to 7 Bits, Even parity, 1 Stop Bit, Half-duplex
- mode, at either 1200 or 2400 baud.
-
- 1) Dial 1-800-638-8369.
- 2) Reply: CONNECT 2400 (or 1200, as the case may be)
- 3) Type: hhh (no <rtn> required)
- 4) Reply: U#= (this is the GEnie login prompt)
- 5) Type: XJM11868,AIR
- 6) Follow the sign up MENU prompts. Have a major credit card
- number ready to use for billing.
-
- Note that it usually takes a few days to get your permanent account
- number and password in the mail, so you won't be able to access any
- non-basic services (including AW) until then.
-
- ===========================================================================
-
- DESCRIPTION OF THE IBM FRONT-END AND NEW SVGA FEATURES:
-
- The current version of the IBM front end is ver. 1.4 (there is a version
- 1.4b that includes support for SoundBlaster sound cards, but it is not a
- free download). Nearly all of the capabilities of the current front end
- are included in the upcoming SVGA version. SVGA enhances some features
- and adds new ones. Except were specifically noted, the following
- description applies to both version 1.4 and the SVGA version.
-
- SYSTEM REQUIREMENTS: The current version of AW will run on any
- IBM PC or compatible with 640K RAM, although running artwork and
- sounds really pushes the memory limit to the edge. A 286 or better
- is recommended for performance reasons. A 16-bit EGA or VGA
- graphics adapter will improve graphical performance. Either a
- mouse or analog joystick is required. Ver. 1.4 supports Covox
- sound boards and the PC speaker. Ver 1.4b added SoundBlaster support.
- The recommended baud rate for AW is 1200 (there is no advantage to
- running at higher baud rates), so at least a 1200 baud modem is required.
- (NOTE: Ver 1.4 only supports modems on COM1 or COM2.)
-
- SVGA has bigger system requirements. A 386 or better is required,
- with at least 4 megabytes of RAM. A SVGA video card with 1 MB
- video RAM is also required. SoundBlaster and SBPro are supported,
- but there is currently no PC speaker sound support planned.
-
- --------------------
-
- FLIGHT CONTROL: Pitch and roll are controlled by either joystick
- or mouse. Rudder must be manually centered. Since all turns in AW
- are autocoordinated, rudder is mainly used for making adjustments
- to the flight path during a firing pass or bomb run. Some commands
- are handled by a single keypress (e.g., flaps up/down, drop bomb), while
- others require entering a command mode and typing the command (e.g.,
- arm/disarm bombs or enabling the bombsight).
-
- SVGA adds support for Thrustmaster FCS and WCS, and rudder pedals.
- The castle switch on the FCS can be used to access some of the
- out-of-cockpit views. One unique feature of SVGA is the joystick
- calibration routine. It is possible to adjust the sensitivity of the
- joystick at various deflections, and this can done independently for
- the pitch and roll axes.
-
- --------------------
-
- FLIGHT INSTRUMENTS: The instrument panel is always in view, even
- when looking in other directions. Instruments include the standard
- gauges: altimeter, airspeed indicator, rate-of-climb, compass, fuel,
- oil and ammo gauges. An accelerometer (g-meter) displays the airframe
- loading during maneuvers. A "stick box" indicates the stick position
- (mainly useful for mouse control) and rudder position. There are
- also indicators for landing gear, flaps and throttle. Unlike most
- air combat sims, AW has an option to display either true airspeed (TAS)
- or indicated airspeed (IAS).
-
- SVGA adds an option of replacing the stick box by an artificial horizon,
- and the instrument panel is literally a work of art!
-
- --------------------
-
- GRAPHICS: Ver. 1.4 runs in screen resolutions of 320x200, 640x200 and
- 640x350. The default out-of-cockpit views contain plain silhouettes
- of the wings and fuselage. Player designed artwork which replaces the
- plain default views with more realistic looking views can be used if
- desired. However, artwork is only available for the lower resolutions.
- Hits on other planes by the player are represented by a large "X" on the
- target. Damaged planes will trail "smoke" in the form of a white triangle
- behind the plane. The explosion effect is somewhat difficult to describe,
- but sort of resembles a burst of sparks (called "fractal effect" in the
- options menu).
-
- SVGA runs at a resolution of 640x480, however the price of this higher
- resolution is that the viewing area is smaller than in the EGA version.
- The included artwork was done by professional artists. Artwork may be
- completely disabled if desired, or disabled only in selected view
- directions. Hits on planes are represented by debris flying off the target
- (similar to BOB1940). Smoke and explosion effects are animated, and much
- more realistic looking. Any or all of these effects can be disabled by
- the player if desired.
-
- --------------------
-
- TERRAIN: The terrain in the world of AW is fairly simplistic. Most of
- the action takes place in an area of about 1296 square miles which is
- divided into nine 12 x 12 mile sectors. The ground is completely flat
- and at sea level. There are some mountains (simple polygons), rivers with
- bridges, and lakes. One airfield has some low hills around it. The
- Pacific theater consists of three home islands, six aircraft carriers, and
- a central atoll area. Although the terrain is plain, it is sufficient for
- navigational purposes. Besides, sightseeing is not exactly the point of AW!
-
- SVGA displays the exact same terrain features (albeit in higher res).
- There is an optional effect to generate random colored patches on
- the ground, which provides more of a feeling of forward movement, and
- serves as an additional attitude cue during low altitude maneuvering.
- The gradient horizon shading is one of the best I've seen in a flight
- sim yet!
-
- --------------------
-
- VIEWS: AW probably has the most comprehensive view system ever
- devised for a flight sim. Views are accessed from the numeric
- keypad or keyboard. The front, rear, left and right view keys can
- be combined to give intermediate views (e.g. forward-left, right-rear,
- etc.). There is an up view key, and the eight level views can be
- shifted upward by simultaneously holding down the up key and the
- level view combination. Similarly there are downward shifted views,
- for a total of 24 different view directions. All the views have some
- overlap, so it is possible to keep a target in sight at all times
- while maneuvering.
-
- SVGA allows players with the Thrustmaster FCS to access some
- views with the castle switch. SVGA also includes a utility for
- remapping the default keyboard layout.
-
- --------------------
-
- GUN CAMERA: A "gun camera" feature allows the player to record all
- or part of a flight, including radio traffic. In film playback there
- is an external view option, and all view key combinations apply to
- external viewing. Interesting and unusual films of other Air Warriors
- can be downloaded from the MPGames library on GEnie.
-
- --------------------
-
- REPRESENTATION OF OTHER AIRCRAFT: Aircraft are first represented
- as a solid black dot at around 12,000 yards. Within a few thousand
- yards planes are represented by a "T" which gives an indication of
- the target aspect angle, depending on how the T is rotated. At very
- close ranges planes have full polygonal rendering. There are no
- markings or colors, but it is fairly easy to tell the difference
- between a P-38 and a Spitfire. Other planes are less easily
- identified. Fortunately target identification is facilitated by a
- display of the planes in the current view. A row of "icons" along
- the bottom of the viewing area appear below each plane. The color of
- the icon identifies which country the plane belongs to (there is a
- key to remind the player what the colors are). A text display
- shows the distance (in yards) to each plane in the view, plane type
- if an enemy, or player id number if a friendly.
-
- With the increased resolution of SVGA, aircraft are rendered as
- polygons at much greater distances, starting from about 2000 yds and
- increasing in detail as the range is closed. There is an option
- to enable the "T" display described above, if so desired.
-
- --------------------
-
- RADIO COMMUNICATIONS: A unique feature of AW is that players can
- send and receive messages via the "radio" during flight. There is
- also a "radio shack" that players not in flight can use to communicate
- with those who are. Players type their messages on the command line,
- and read messages from other players in a text area. There are 999
- radio channels to use. Channel 1 is a common channel for all players,
- while channels 2-999 can only be monitored by players in the same
- country. Channel 1 is used to negotiate truces, congratulate opponents
- on a skillful kill, or just to say hi to the AW community (hey, just
- because they want to kill you doesn't mean you have to be unfriendly!).
- Frequently Ch. 1 is also used to taunt and psych-out the opposition!
- This is an accepted part of the game, within reason of course. :)
-
- --------------------
-
- CONFERENCE ROOMS: After entering AW, the player starts off in General
- Conference Room 1 (GC1). There are 9 such conference rooms where players
- from all countries can get together and chat. Each airfield also has a
- ready room open only to members of that country which can be used for
- preflight briefings. There are a number of commands that players can
- issue to get information, such as a roster of all players currently
- online, scores for themselves or any other player, and the status of
- airfields and strategic targets belonging to the player's country.
-
- --------------------
-
- OFF-LINE PRACTICE MODE: The AW front-end can be used off-line for
- practice. Players can select any plane, start from any airfield, and
- fly around the AW terrain. There are no planes to shoot at, however,
- so this is mainly intended for learning how to operate the planes,
- practice landings and aerobatic maneuvers.
-
- SVGA adds off-line drones! The player can select up to four computer
- controlled drones, each having a selectable plane type, country,
- starting airfield, and skill level. Bomber drones have gunners.
- Fighter drones will shoot you down if you let them, but they are fairly
- easy to evade. The fighters fly fairly aggressively (if one is nearby
- while you are taking off, it will come over to strafe you), and it can
- take a while to get saddled up on them, but once you get on their six
- they are not hard to shoot down. However, AW is about air combat against
- human opponents, not the computer! The purpose of the drones is simply
- to give players a cost-effective way to practice gunnery and relative
- maneuvering.
-
- --------------------
-
- REALISM FEATURES: The online game runs at half real time. This is
- both for playability and due to network limitations. All planes
- will stall at a certain speed, but the flight model is very forgiving
- in that there are no accelerated stalls, spins, or blackouts. For
- example, it is possible to make sustained 9 g maneuvers in AW with no
- ill effects other than a rapid loss of energy. Frequently dogfights
- degenerate into what are known as "stallfights," where the planes become
- locked in a slow turning battle at stall speed. Not very realistic, and
- not a good position to be in if an enemy with more energy comes along!
-
- Planes are given triple the historical ammo load (again for playability),
- and the gunnery model considers any "bullets" falling inside a "hit
- bubble" around the target as hits. Zero deflection shots from the
- rear have the greatest chance of scoring hits, and the rear hit
- bubble has a 3 wingspan diameter. Deflection shots require lead and
- are harder to score. Head on shots have the lowest chance of scoring
- a hit. Lethality of guns in the on-line game is somewhat low, so it
- can take quite a few hits to bring down some planes. This is done
- for playability; no one likes to spend 10-15 minutes getting to a
- fight only to be taken out with one or two lucky hits, although it
- has still been known to happen!
-
- Random damage from hits may include loss of an engine, fuel or oil leaks,
- damaged elevator or flaps. Flaps will not operate above a certain
- speed, and landing gear can be damaged if lowered at too high an airspeed.
- Some planes, like the Spitfire, can lose their wings in a fast dive. The
- P-38 suffers from compressibility at high speeds, but has dive brakes to
- prevent this.
-
- Bombing in the game is highly simplified. Bombers have a crosshair
- bombsight, and fighters (and some bombers) have a divebomb sight, which
- behaves like a CCIP sight. The sights are "magical," so bombs will
- generally hit whatever the bombsight was on when you dropped them.
-
- SVGA adds new realism features like accelerated stalls, spins,
- blackout/redout, buffeting, a realistic gunnery model, and real-time
- flight in off-line and H2H mode. Accelerated stalls occur when the
- angle of attack becomes too high, and can occur at any speed. As the
- plane nears a stall it will start buffeting, and the screen will
- visibly shake. A stall light begins flashing when a stall is
- imminent and a horn signals that a stall has occurred. Stalls can
- develop into a spin, particularly if the controls are moved around a lot
- during stall recovery. Spin characteristics are modeled differently for
- each type of plane. Blackouts are modeled from Air Force data. Vision
- begins to dim at around 5 g's, becoming dimmer as g's increase. Blackouts
- tend to set in between 7-8 g's depending on the pilot's level of fatigue.
- Fatigue is cumulative, so the pilot is less able to withstand a blackout
- after sustained high g maneuvers. Blackouts last a few seconds, during
- which time the pilot loses control of the aircraft and there is some
- randomization of the controls. There's nothing like coming out of a
- blackout and seeing your forward view full of ground! The realistic
- gunnery model gives the player the historical ammo load and lethality,
- and reduces the hit bubble to a single wingspan.
-
- Each of the realism features can be disabled in practice mode and H2H.
- Also, realism features will probably not be used in the online game until
- all other platforms have been updated to include them.
-
- SVGA includes updated flight characteristics for all planes. All
- other platforms will likewise be updated in this regard. In the new
- models inverted flight cannot be sustained without a loss of oil
- pressure and damage to engines. Also diving at full power can cause
- damage to engines from too high RPMs.
-
- --------------------
-
- H2H MODEM PLAY: With SVGA players have the option of going head to
- head with another player, either over a modem or using a null modem
- cable. One player puts his computer into H2H host mode, and the
- other player initiates the call. When the connection is complete,
- the players can chat via the terminal screen by typing messages on
- a message line until one player begins the negotiation phase. The
- negotiation window shows the settings for each player: plane type,
- starting airfield, and realism settings. Negotiation works in turns.
- The first player selects the options for one or both of the players,
- and then passes control to the opponent, who may accept the settings
- or make changes and pass control back. During negotiation players
- can continue to communicate through a small message window. Once the
- conditions of the duel are accepted, the players can begin the flight.
- As in the on-line game, players can communicate over Ch. 1 while in
- flight. If a player is shot down or crashes, he or she starts again
- from their starting airfield with a fresh plane, while the opponent
- continues to fly. At any time the duel can be stopped, returning both
- players to the terminal screen. Another duel can be negotiated at
- this time.
-
- ***********************************************************************
-
-