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Just Flight’s Korean Combat Pilot The Korean Conflict (which apparently
can’t be called a “war” since there was no formal declaration of such,
even though it seemed very much like a war to those who participated) has also
been called “The Forgotten War” because of its relative obscurity,
overshadowed by the Vietnam War. The Korean action was significant for airplane
development because it was the first test under warfare conditions for the early
jets, as well as the last generation of propeller-driven fighter airframes. There have been a few simulations on the
market that have addressed this era. Virgin Interactive released Sabre Ace
several years ago, but it was a terrible simulation and roundly ignored by
flight simmers and gamers in general. Rowan Software’s 1999 introduction of
MiG Alley, on the other hand, was a terrific simulation for many reasons,
although winning all the scenarios and campaigns was well nigh impossible.
Microprose’s Falcon 4 primary campaign was also set in Korea, but the
complexity of the sim made this a tough nut. Which brings us to Just Flight’s
Korean Combat Pilot, addressing the same era but using the Microsoft Combat
Flight Sim and CFS2 engines as a base. Korean Combat Pilot is really two
different add-on packages in one. The
first is the Korean simulation, providing the planes and campaigns for that era.
The second is an upgrade to CFS and CFS2, providing better graphics and
animations to the basic Microsoft packages.
Let’s deal with the second item first. The changes made by Korean Combat Pilot
to the CFS and CFS2 engines are subtle but noticeable. They fall into two categories.
The first thing noticeable is the better terrain.
Mesh terrain scenery is used to reproduce the Korean landscape and
provide a more realistic view out the cockpit window.
The change in terrain rendering is good but not dramatic, although it
does allow better ground-based missions. For
example, roads, bridges and railways as well as minor cities are all represented
and play a part in some missions as targets to be destroyed.
Low-level passes over trees or farmland looks better than the unmodified
CFS2, and there is a slight improvement in image quality at altitude. The area
of modelled terrain is wide, covering the entire land areas of North and South
Korea as well as offshore islands and sea from Sushima in the south up to the
Yula River and Chinese border. (The famous attacks on bridges over the Yula are
included as a mission.) The animation upgrade is easier to spot
when looking around through the cockpit glass and from exterior views.
Pilots in planes move their heads, a subtle but interesting effect that
adds a little life to the units. While the pilots don’t follow other planes
with their head, the subtle movement of the heads to follow the turns of their
own plane does add to the realism. The only exception to head animation is in
the B-29. The control surfaces of all the planes are also animated, so you can
see the flaps, ailerons, elevators, air brakes and rudder all move (in the
proper direction) for changes in attitude. Undercarriage drops and retracts, and
a dirtied-up plane (flaps and wheels down) looks and feels as though it creates
more drag. The landing gear doors and the gear themselves are all
animated. The propeller-driven aircraft have animated semi-transparent and
slow-moving props, with the effect realistically varying according to the engine
RPM. Aircraft are all painted properly, and
the markings match those in the reference books.
There are even wear and tear effects on the planes, showing up as
weathering and oil stains as appropriate. While both the terrain and animation
effects together would not be worth the upgrade price, the addition of these
improvements to the CFS engine make this seem almost like a free bonus to the
Korean campaign package. The main focus of Korean Combat Pilot
is, of course, the Korean peninsula and the air-based combat that occurred
there. Korean Combat Pilot’s plane retinue is impressive. Propeller-heads will find a few piston-powered units
available, especially at the dawn of the Korean Conflict. The Fairey Firefly
served as a reconnaissance fighter with several forces (the model depicted in
Korean Combat Pilot is from the Royal Australian Navy) and can be carrier
landed. The arresting hook is
animated and looks great. The Royal Navy’s Hawker Sea Fury also has an
arresting hook, and while it served primarily for ground support, it did
participate in a few MiG showdowns. For the US forces, the Chance Vought F4U-5N
Corsair, which was showing its age in Korea, allows you to fly the familiar
inverted gull-wing onto a carrier. The F-51D Mustang was probably the best
fight plane during the closing years of World War II, but was showing its age at
the start of the Korean Conflict. Since only much slower piston-engine aircraft
from the North usually opposed the F-51D in the first year of the Conflict, it
was noticeably faster and more manoeuvrable. The introduction of the MiGs was
the end of the Mustang’s glory days. Another holdover from WWII is the F-80
Shooting Star, which really was outclassed in the Korean Conflict where it
served as both a fighter and a bomber. The focus for most simulation fans will
be the newer jets, which are well represented.
As the Korean Conflict was brewing, a number of new fighters were added
to the USAF’s arsenal. The F-86F
Sabre was the first swept wing jet and was used by many countries through the
50s and 60s. The simulation of the F-86F includes the airbrakes, which can be
extended and retracted (with accompanying animations).
Grumman’s F9F-5 Panther (with arresting hook for carrier landings) is
in the flight line, and the damage modelling shows how well this plane managed
to stay in the air and make it to the carrier even when badly shot up. From the bomber perspective, there’s a
Boeing B-29 Superfortress, a lumbering four-engine monstrosity that handles as
well as a concrete mixer in the air. You can’t move around the positions in
the B-29 like you can in other bomber simulations but it’s a novel experience
to fly this aircraft in CFS. Also added to the flight line is a Bell H-13B Sioux
helicopter (the famous MASH helicopter). The other side of the Conflict is also
represented with Illyushin Il-10 Sturnovik, MiG 15, and Yakolev Yak-9. The Yak-9
and Il-10 are propeller driven, and for a while at the start of the Korean
Conflict the Yak-9 dominated the skies. The MiG-15 was a capable plane, but the
lack of advances as the Korean campaign dragged on allowed the US to gain the
advantage with faster, more capable jets. The variety of planes available in
Korean Combat Pilot is better than those available in MiG Alley, probably the
only real competition for this game in terms of realism and playability.
MiG Alley didn’t allow you to fly the Yak-9, for example (although it
did have variants of the MiG 15 that are missing – but not important – in
Korean Combat Pilot). The Corsair is also missing from MiG Alley, which totally
lacked carrier operations (one of the strengths of Korean Combat Pilot). The cockpits of all the planes are very
well modelled, and comparison with photos shows the accuracy of Just Flight’s
interiors. In all cases, one
particular unit that participated in Korea has been chosen to represent each
plane, except for the MiG 15, which has three different liveries. There are
several pop-up panels available in most planes, and these can be moved about the
screen to suit your needs. The
basic panel, though, is fixed in place. Installing Korean Combat Pilot is simple
from the single CD-ROM. A new icon can be added to the desktop. Korean Combat
Pilot must be installed in the same directory as CFS or CFS2. To play the
European campaigns or missions, you have to start CFS/CFS2 normally, instead of
using the Korean Combat Pilot icon; otherwise the wrong maps will appear.
Similarly, while the Korean planes are available to CFS/CFS2 when starting
without the Korean Combat Pilot icon, the maps will be of Europe and not Korea.
This does allow for some interesting battles, though. Pit a jet against the Spitfire or Messerschmidt to see the
difference in technology! If you plan to use the enhanced Korean
Combat Pilot graphics boosted to their maximum, you’ll need at least a 400MHz
Pentium with 64MB RAM and a 16MB 3D graphics card. For slower machines, you can
step the graphics down a notch or two. All of the usual CFS/CFS2 sliders work to
allow you to tailor the Korean Combat Pilot settings for your machine. (A
warning for CFS2 users: the CFS2 engine allows only 98 aircraft to be in the
database, so you may have to uninstall some add-ins to reduce the number of
aircraft appropriately. This limitation doesn’t exist with CFS.)
The documentation that comes with Korean Combat Pilot is rather limited,
really just an installation guide, a list of the available aircraft with
performance specifications, and a few pages on the campaigns and individual
missions. Splash screens used throughout Korean Combat Pilot are much like those
in CFS2, except reflecting the Korean aspects of the Conflict.
Some sensitive types may complain about the stereotyping of Koreans in
the splash screens, but, hey, get over it.
It’s a game! The campaigns and missions are a strong
point with Korean Combat Pilot. There
are two major campaigns and twenty missions. There are six starting locations
for the missions or campaigns. Three
are ships (the US aircraft carriers USS Essex and USS Leyte) and the HMS
Unicorn. The carriers (and their
support ships) are superbly rendered and detailed, providing takeoff or landing
platforms for carrier ops. With the
animated tailhook on carrier-compatible aircraft, there’s the challenge of not
only winning a mission but also returning safely to land on the carrier.
Carrier landing is a difficult skill to master, but Korean Combat Pilot
is more forgiving than some other simulations where everything has to be just
perfect. With Korean Combat Pilot
you can make the usual errors, coming in too hot or too slow, or slightly off
target, and still get down in one piece. With
some other simulation, any of these factors would cause a wreck.
The three land locations (Kimpo, Pyongyang and Seoul) are well modelled. The missions are divided into British,
North Korean, and US. For the most
part, they are interesting and have varying degrees of challenge.
Some missions seemed too easy, but those that require every ounce of
skill you can muster balance them. Unlike
MiG Alley, all the missions are winnable with a little practice and a touch of
luck. Missions range from air dogfights to ground attack roles, and are balanced
between land and carrier for the American side.
The two British missions are ground attack only, although bombing a train
with a Firefly is a challenging task. The North Korean missions include ground
missions, attacks on carriers, and both offensive and defensive air combat
patrols. The included campaigns are for the
United Nations (a combination of the US and British missions) or the North
Korean, and generally are simply the missions in series. There’s no
enhancement to the campaign model used in CFS/CFS2. Damage modelling in Korean Combat Pilot
is accurate. Some planes, such as
the Panther, were famous for making it back with extreme damage.
Other planes were not so lucky, and suffered catastrophic failure after
only a few hits. The modelling is
different for each plane, and tailored to represent reality as much as the
designers could discern. The effect of this realistic damage modelling is
interesting as you can fly one mission with two different planes, run into the
same amount of damage, and return alive from one yet perish in the other. The flight models are as good as they
can be with the limitations imposed by CFS/CFS2.
Each jet has a slightly different feel, and requires different
strategies. If you think you can
jump from jet to jet, or from US to North Korean jet, with no trouble, you’re
in for a surprise. There are major
differences in the way they each behave and you have to tailor your flying to
match. There are a few idiosyncrasies in the game, such as managing to land a
jet on the water (wheels down), and sit there until the crash screen suddenly
appears several seconds later. The helicopter doesn’t really behave like a
helicopter, but it is good enough for CFS fans to have a little fun (and fly a
few MASH-like sequences among the hills). Having spent four weeks playing Korean
Combat Pilot, though, I can report no crashes at all, and no bugs worthy of note
(heck, landing on water is fun!). Comparing MiG Alley and Korean Combat
Pilot is inevitable as they are the two best simulations of this period. The
flight models used in both sims are close, but there are differences.
The visual appearance of the planes and scenery in Korean Combat Pilot
are better (MiG Alley had an awful lot of non-descript brown terrain), but there
are some planes that feel more realistic in MiG Alley.
MiG Alley was also a much harder game to jump into, while anyone who has
flown CFS or CFS2 will have no trouble adapting to Korean Combat Pilot. MiG
Alley had more campaigns (five in total) and they were a bit more fun and much
more dynamic than those in Korean Combat Pilot, but as noted earlier some of
these campaigns were virtually unwinnable.
At least you can complete both campaigns in Korean Combat Pilot if you
take care. The AI in Korean Combat Pilot doesn’t seem as clever as the one
included with MiG Alley, where the opponents would gang up on you and cleverly
manoeuvre around you to put someone on your tail. MiG Alley’s manual shames
the booklet included with Korean Combat Pilot, but then when you consider the
original CFS/CFS2 manual as part of the package there’s more of a match. Without doubt, though, the biggest
attraction of Korean Combat Pilot is going to be a simple one: flying jets.
The different sounds of the jets are good, and the feel of a jet is quite
different from props. Having the
ability to firewall the throttle and leap forward (or upward) instead of slowly
gaining speed (or failing to accelerate in a vertical climb) is intoxicating. So is turning inside an opponent’s slower prop-driven
plane. There’s no modelling of
red-out, so you can pull as tight a turn as the flight model allows with no
effect. The sound that accompanies everything in Korean Combat Pilot is very
good, and adds to the feel. For
those with force-feedback joysticks, the feel of the guns and bomb drops adds
even more to the simulation. There’s a lot to be said for Korean Combat Pilot. It may not be quite as accurate and complete as simulation as MiG Alley, but it is more fun and easier to learn. Building on CFS/CFS2 is a good move, because it means there’s nothing new to learn (except two new keystrokes for air brakes and arresting hooks). The stability and quality of the underlying CFS and CFS2 games is intact, and Korean Combat Pilot adds an extra layer of detail and polish to the visuals. More important, though, is that Korean Combat Pilot adds a new dimension to CFS/CFS2: not only the jets but also the Korean peninsula. Recommended for those just looking to have fun as well as those searching for accurate historical simulations. |
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