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- Xref: sparky comp.sys.ibm.pc.games:30376 rec.aviation.simulators:953
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- Path: sparky!uunet!cis.ohio-state.edu!pacific.mps.ohio-state.edu!linac!att!cbnewsc!ihcase!opus
- From: opus@ihlpf.att.com (Robin Kim)
- Subject: SVGA Air Warrior vs. AOTP
- Organization: AT&T Bell Laboratories
- Date: Tue, 12 Jan 1993 15:23:58 GMT
- Message-ID: <1993Jan12.152358.15342@cbnewsc.cb.att.com>
- Followup-To: comp.sys.ibm.pc.games
- Keywords: SVGA Air Warrior, Aces of the Pacific
- Sender: news@cbnewsc.cb.att.com (NetNews Administrator)
- Nntp-Posting-Host: ihcase2.ih.att.com
- Lines: 79
-
- Last week I posted a "mini"-review of "SVGA Air Warrior", by Kesmai. In it,
- I included some off-the-cuff comparisons between it and Dynamix'
- "Aces of the Pacific." I've played AOTP extensively, and thought I would
- be able to compare the two fairly without playing them back to back. I
- was wrong.
-
- After I'd logged innumerable hours in "SVGA Air Warrior" (hereafter referred
- to as "AW"), I fired up AOTP just for the heck of it. I was fairly shocked
- by what I had found.
-
- - Once you get used to SVGA, you don't want to go back! With 1/4 the number
- of pixels, everything in AOTP looked like crap! The instrument panel
- looked so clunky compared to AW, it was comical. However, after playing
- for about 10 minutes, I didn't notice it anymore, as I became too busy
- playing the game.
- - Resolution aside, the use of shading in the AOTP artwork is very nice.
- The AW cockpit art is much sharper and more detailed, but AOTP's looks
- more realistic if you squint. :^)
- - I originally said that AW's flight dynamics blew away AOTP's in every
- way. I've got to eat some crow on this one. AOTP models rotational
- inertia (e.g. if you center your stick during a hard roll, the plane
- will keep rolling for a short while before dampening out), while this is
- almost completely absent in AW! The only inertial effect that seems to
- exist in AW is for pitch changes, and it is very small. In fact, it
- is probably more an artifact of AW's excellent modeling of AOA effects.
-
- AW's Strengths AOTP's Strengths
- -------------- ----------------
- High-speed stalls Roll and pitch inertia
- Spins, flat spins Aileron lock (e.g. Zero can't roll
- Realistic acceleration rates well at high speeds)
- Good modeling of induced drag AOA
- except at low speeds
- Planes vary widely w.r.t. the above
- characteristics
- Fine granularity of control input
-
- Summary: While AOTP's rotational inertia makes the plane feel pretty
- realistic, its unbelievably high acceleration rates, too-low stall speeds,
- and lack of accelerated stalls (high-speed stalls where max AOA is exceeded)
- make dogfights much less realistic than in AW. Some may wonder why I
- keep harping on significance of modeling high speed stalls. When you're
- in a hard turning fight, you're bumping against this limit ALL THE TIME.
- Take one small step over the line in a plane with bad stalling
- characteristics like the P-51 Mustang, and you'll INSTANTLY find yourself
- spinning out of control, plummetting toward the ground completely
- disoriented, hoping you're kicking the rudder in the right direction to
- pull you out of it before you auger in, and cutting the throttle so your
- engine torque won't drive the spin. Do the same thing at low speed in
- a FW190A and you just may flip over onto your back and find yourself in
- an unrecoverable flat spin.
-
- - Planes appear MUCH bigger in AOTP. This shows off the nice exterior plane
- graphics in AOTP, but I don't know if it's realistic or not. In AW, planes
- look pretty small until you close to around 180 yards. With the 640x480
- resolution, though, you can determine approximate attitude at up to
- 800 yards (this varies a lot depending on the actual attitude of the plane
- you're looking at). Of course, this range is significantly longer when
- viewing bombers and transports.
- - After getting used to the 22 views from the cockpit available in AW,
- I found it very difficult to go back to AOTP's 5 views. I've decided that
- for me, AW has the best viewing system of any PC combat flight sim I've
- played. I find it superior to even Falcon 3.0's padlock view. With
- some practice, you can track a target through any maneuver without ever
- losing sight, unless it goes where you shouldn't be able to see it in, such
- as below your plane. Because there is cockpit artwork for 16 of the
- most commonly used views, you always know which way you're looking, so
- you don't get disoriented like you might using F3's padlock view. Keeping
- tabs on multiple targets is much more difficult in AW, however, since you
- can't just keep hitting "t" to cycle through the planes in your vicinity,
- but I like it that way! It SHOULD be hard to keep track of more than
- one plane in a furball!
-
- I'm still looking for modem-link opponents! If you're at all interested,
- please send me email. Long distance is not a problem--I work for the
- phone company!
-
- Rob
- opus@ihlpf.att.com
-