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- Path: sparky!uunet!cs.utexas.edu!uwm.edu!spool.mu.edu!umn.edu!csus.edu!netcom.com!hchong
- From: hchong@netcom.com (Hoi Chong)
- Subject: Comanche is GREAT! (if you have the right hardware)
- Message-ID: <1992Dec21.050736.24658@netcom.com>
- Organization: Netcom - Online Communication Services (408 241-9760 guest)
- Date: Mon, 21 Dec 1992 05:07:36 GMT
- Lines: 123
-
- First off, I have already posted 1st-Look, which mention some
- prelimary stuff about the game, like required 4meg of RAM, etc,
- so I will not go thru them again.
-
- I have played the game during the weekend, and have decided that
- IMHO it is the best chopper simulation, even best simulation game
- ever (again, if you have the right hardware).
-
- Usually you deal with only 2-D in a simulation game where obsticles
- are concerned. This one is 3-D! Go between 2 mountains, tight valleys,
- hid behind big rocks before exposing yourself to shoot the enemy, etc.
- You have to try it to believe it. (if you have the right hardware).
-
- Sure, the enemies are easy to shoot (unless your hellfire laser sight
- get blocked by some big boulder), but flying the chopper alone,
- avoiding the terrain (actually doing terrain-following manually)
- takes away most all your concentration. (G*d helps you if you have
- to use the keyboard). It is like a 3-D version of Space Invader,
- with the majority of your effort doing terrain-following (i.e. real
- flying), and what little effort left doing shoot-em-up, if you have the
- right hardware. One thing though, ammo (hellfires and stingers) are
- limited, many times you have to resort to canon against enemy choppers,
- and rockets against enemy tanks.
-
- Terrain is very complex in Comanche. Unlike in GS2000 where the terrain
- is mostly flat with some mountain here and there, Comanche terrain are
- mostly uneven, going up and down with few large-continuous-flat region
- in most scenerios. And unlike GS2000 mountain which has straight edges,
- Comanche mountains and vellays are curve, jagged, rounded, whatever.
- It is a comparison of digitized terrain (as digitized from the real
- world) for Comanche versus Synthesized mountain (as FM synthesizer)
- for GS2000 (SB digitized channel vs Adlib FM synthesized). You have
- to see it to believe (if you have the right hardware). Hence, immediate
- and intuitive controls are very important for the game.
-
- Joystick
- ========
-
- By now you are probably tired of my saying "if you have the right hardware".
- There is a reason for saying that. Terrain-following is so tedious, that
- using keyboard for either of your hand makes it very hard. So you will
- need at least a joystick amongst others. FCS (I have FCS Pro) is good,
- but CH Flightstick is sufficient. In fact, having FCS does not give you
- any practical advantage over a CHFS.
-
- Yes the coolie-hat does work, but not the way it should be (like Aces).
- When you let go of the hat after pushing it left, it does not return
- to the front view, instead you have to explicitly push forward to get
- the front view. But that is inmaterial since I seldom, if ever, use
- the hat (I am through 60% of the training/mission). The 3rd and 4th
- FCS button is used to control the tail-rotor, same functions performed
- by the rudder/padel. Anybody who can afford FCS can at least afford
- a cheap $40 MAXX rudder/padel, if not the $150 full-size Rudder Control
- System from Thrastmaster. What a waste! They should have used the
- 3rd and 4th button for something else.
-
- WCS
- ===
-
- WCS is defintely need for the other hand to control the collective. Good
- thing is that any WCS will do, even the earliest ones since the setting
- used by Comanche is 1-turned-in, the-rest-off, dip-switch setting. WCS
- not only control the collective (up-and-down force of the chopper), but
- also hardpoint selection -- six buttons for six hardpoints, no cycling
- for weapon. In fact, only 4 hardpoints, the other 2 select artilary
- (very useful) and wingman targeting. The 7th switch, the rocker switch,
- allows you to zoom your top-down view (like radar but with terrain
- features clearly shown) in and out.
-
- Rudder/Padel
- ============
-
- * when I say rudder, I mean the tail-rotor, rudder just make it shorter
-
- If you have the money, the Rudder Control System ($150 direct from
- Thrustmaster) is a must. If not, go get a $40 MAXX rudder, it is better
- than nothing. You can use the 3rd and 4th button of FCS to do rudder,
- but many times you have to react so quickly to avoid slaming into the
- mountain side, that rudder/padel is the only way to go. Forget about
- keyboard.
-
- 486/CONFIG.SYS
- ==============
-
- You really need a fast machine for this deal. My 486-25 works good,
- but I wish it was faster. I don't know how a 386-20 will go, but I
- think it will be pretty bad. Yes, 286 will not do however fast, since
- Comanche uses 32-bit instruction set.
-
- You cannot use QEMM, which would sends the computer into virtual 86 mode.
- Comanche needs to be in native 386 mode to use 32-bit instruction set.
- Do not use EMM also, as it will slow down the game quite a bit. You
- will need XMS to use the upper 3+ meg of RAM for the game.
-
- Conclusion
- ==========
-
- 486-50, FCS Pro, WCS (and 2 D-clamps to hold them to the table), RCS,
- good size screen, 4meg DRAM, 10meg of disk space, SB card with good
- speakers, you are set.
-
- With simple menu (no weapons selection, no complicated mission selection,
- etc), and simple enemies (no take-an-atomic-bomb-and-still-not-a-scratch
- enemy), the game is even playable by simulation beginners, if you have
- the right hardware.
-
- p.s.
- You cannot say that since the enemy is not very smart, you simply fly
- high and shoot them from up there. First, the chopper cannot fly very
- high (unlike GS2000). You have to virtually hug the terrain when climbing
- mountain at a slower pace to get up high. Also, many times the enemy
- hide behind near-straight vertical drop, which means you have to be
- practically ontop of them to train your optics on them if you wanna to
- shoot from up high.
-
- Many times I trained my laser sight on a tank, and fire a hellfire
- (which requires the laser to guide it to the target continously), and
- half way the tank either go behind a tree, or I drop the collective
- too much and let my chopper dip behind a cliff blocking the laser.
- The hellfire was lose.
-
- Also, the respone is quite realistic, with short delays between your
- stick and actual reaction from the chopper.
-