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Battle of Britain Preview - By Todd "Stargog" Garner - Page 2 of 2

Game Play:
The game play in BoB can be summed up in one word, "Deep" This sim has got to be one of the best recreations of an actual historical air battle that has ever been produced. My time in the campaigns has been limited up till now due to the fact that I am on the beta team for "Quick Action" and "Options/Menu" testing. However it doesn't take much time to get a feel for just how involved and deep this sim can be if you choose to take that route. Like I mentioned in the intro, the amount of planning and strategizing one can do in the Campaign is mind-boggling. This should add a great deal to the replayability and make this sim a real classic among propheads.

One thing that really impressed me is the variety of training missions that BoB has. They cover everything from simple follow the leader to actually landing with an engine failure or heavy damage, a very nice change from the norm in my opinion. The quick missions are equally as interesting as they have included a group of historical recreations of actual events within The Battle of Britain. These missions are very challenging and a big breath of fresh air that hasn't been exploited in many Sims to date.

The UI is somewhat cumbersome and at times and not the most intuitive that I have seen but serves the purpose and is not too bad once you get used to it. It resembles that of Mig Alley but with more options and more control over the graphics and game play.


Lastly I have to comment on the feel and the size of the dogfights that you will encounter in BoB. These are two of the things that really stand out about this sim and when added to the puzzle makes for a very pleasing and realistic experience. The dogfights in BoB are very chaotic and on a scale that I have not seen in a WWII sim to date besides maybe EAW with the "Extra Squads" option turned on but with a much better and more deadly AI. Once while flying a bomber intercept with a squadron of Hurricanes, I was totally amazed by the number of bombers that filled the sky out over the channel. They must have numbered 50 or so at least, thinking to myself "Wow what a target rich environment we have here" Not long after that thought crossed my mind the little black specs that made up the escorts started popping up on the horizon. With 3 full groups of escort fighters, numbering at least 30 or 40 the skies soon turned into a wild churning mess of fighters going in all directions, breaking up into small groups of individual fights. When combined with the sounds of the planes flying all around you this goes a long way to making BoB a must have when it comes out.

Flyable Aircraft are as follows:

Spitfire RAF fighter (1A and 1B variant)
Hurricane RAF fighter
Me109 Luftwaffe fighter
Me110 Luftwaffe twin-engined fighter
Ju87 Stuka divebomber

Conclusion: The game play in BoB, while having its issues due to the fact that it is still in early beta has a very good feel to it and does a wonderful job of putting you right smack in the middle of one of the greatest air battles ever to be fought.


Flight Model and Physics:
Finally we come to the most important part of a sim to almost all simmers that I know. The flight model and physics in a sim can make it or break it like no other aspect of the game. So saying that let me start off by saying this, I am not a pilot as of yet and I hold no physics degree at this time so I will not try to come across here as if I am an expert. What I can give you is the opinion of someone who does have a good understanding of said physics and has flown just about every WWII sim that has ever been sold. This part of the preview is one that I have had mixed feelings about writing ever since I was asked to write it.

The feel of this flight model is something that is very hard to determine at this point in development as many of you can imagine. BoB feels very believable in this category and in some ways has a feel that I have never felt in a sim before. Inertia in this sim is very evident and at first makes you step back and rethink the way you fly. The planes feel like they have mass to them and when rolling through a series of maneuvers it can cause you real problems if your used to flying a sim that has a very simple flight model. The time between when you change direction with your stick or rudder and when the craft actually reacts to the input is measurable. Now like I said I am not a pilot but to me that seems very realistic. On the other hand there are things at this stage of testing that can really make it hard to tell what the flight model will feel like in the finished product. BoB gives you a very good feeling of flying and when flying it with a heavy hand it will make you pay the price.


The different feel of the different planes is also very evident and seems from what I have ever read about the planes of this time very accurate. The Spit turns noticeably better then the 109's but will get chewed up in a dive to the deck or a boom and zoom situation.

During takeoff, torque seems to be modeled well and makes something as simple as taking off challenging at times but really adds to the overall realism of the sim. Also adding to this realism is the creaks and groans of your aircraft during extreme maneuvering. This was done well in Mig Alley and BoB is no different in this category. Damage is another thing that will drastically change the performance of an aircraft in BoB and can make limping back to base a real undertaking after a long flight in which you have taken on some damage. This also adds greatly to the realism and will make the pilot think a little more before getting himself in a bad situation. So getting shot down is not the only problem, just taking a few shells from a 109 can leave your plane almost impossible to fly home.

Conclusion: For the most part the flight model and physics in BoB feel very good and maybe even groundbreaking in some aspects if this continues to be improved throughout the beta process. Of course that is a big "IF" and we all know that a lot can change between the start of beta testing and the release of the final product. Saying that I am going to leave the discussion of flight model and physics here and revisit it as we get closer to release and make my final judgement then. But it certainly feels like they are very much on the right track and I can't wait to see how this aspect of the sim evolves as we move along.


The Bottom Line:
I am very impressed by a lot of what this sim has to offer and am very excited to see how it evolves as we get closer to release. If Rowan takes the time to fix the problems that have been found to this point and continues to dial in the flight model this sim could be one the most realistic sims that has graced the propsim market in a long long time.

Multiplay is another thing that can make or break a sim for the online crowd and is taken very serious by this previewer. I have not forgotten to comment on this aspect of the game but cannot since we have not gotten to that part of the testing as of yet. But you can count on a very in depth look at the multiplay capabilities of BoB at a later date.

Overall I definately give this sim huge thumbs up at this point of development and would say that this is one to really keep your eye on over the next couple months.

Note: The screenshots were taken at 1600x1280 32bit and reduced in PhotoShop for faster loading.

System Specs:
Pentium III 450
Asus P2B Motherboard
384 Meg PC133 Ram
Asus v6800 Geforce 256 DDR
Soundblaster Live Value
Viewsonic G790 19" Monitor

Todd "Stardog" Garner

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