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sukebeboy
10-29-2004, 08:09 PM
posted Fri October 29 2004 18:59
7.3/10


The Pacific theater of operations in WWII was dominated by aircraft, from the opening air strikes at Pearl Harbor to the closing nuclear bombings of Hiroshima and Nagasaki. Pacific Fighters uses the acclaimed IL-2 Sturmovik engine to simulate this epic conflict, but unfortunately it turns out to be the biggest letdown of the series.

There are more than 60 flyable planes in this package, although most of those are variants of about 20 different airframes. There are a few dozen nonflyable aircraft you'll encounter in missions as well, and because of the setting, most of these planes are instantly recognizable to students of WWII. Finally, you can slip into the cockpits of F4U Corsairs, F6F Hellcats, and F4 Wildcats, along with planes that were included in previous versions of the sim, like P-38s, P-40s, P-39s, and P-51s. A-20 and B-25 bombers, along with SBD Dauntless dive-bombers, round out the American stable of flyable aircraft, meaning it isn't possible to fly torpedo bombers like the TBF/TBM Avenger or TBD Devastator. Other Allied planes you'll be able to fly include British variants of the Corsair, the twin-engine Beaufighter, the Hurricane, the Seafire, and the Spitfire.

On the Japanese side, great fighters like the A6M Zero-Sen (Zeke), Ki-43 Hayabusa (Oscar), Ki-61 Hien (Tony), and Ki-84 Hayate (Frank) are included, but other famous fighters like the Ki-27 Type 97 (Nate), twin-engine Ki-45 Toryu (Nick), and N1K1 Shiden (George) are not flyable. The only other flyable Japanese plane is the D3A1 Type 99 (Val) dive-bomber, so there's no way to fly torpedo bombers like the B5N Type 97 (Kate) or B6N Tenzan (Jill), or other dive-bombers like the D4Y2 Suisei (Judy), and the most famous Japanese bomber, the G4M Type 1 (Betty), won't be available either. The developers have promised that several additional flyable planes will be introduced in a patch, as the cockpits were finished when the game shipped and wouldn't fit on the two CDs included in this package. The add-on was not available in time for review, and a third CD should have been included if those assets were truly ready when the game went gold.

Newcomers to the series can install the game in stand-alone mode, but it also works as an add-on for those with both IL-2: Forgotten Battles and the Aces Expansion Pack installed. The latter option is the best, as it lets players mix and match planes from all theaters. Players also should know that opting for the stand-alone installation only lets them play in online multiplayer mode with other people who are also using the stand-alone installation option (they can't play online with those who installed this as an add-on).

No Pacific air war game would be complete without aircraft carriers, and Pacific Fighters shines in this regard. Several types of carriers from the period are re-created in exquisite detail, and players participating in naval campaigns soon discover that taking off and landing on these behemoths is frequently more difficult than taking on the enemy. Crowded decks during takeoffs leave absolutely no margin for error, especially considering how quickly planes must get up to speed to have any chance of getting airborne before running out of deck.

Taking off is a breeze compared to landing, which requires accomplishing several piloting feats that contradict one another. For example, using full flaps keeps your descent angle steep enough that you can easily keep the carrier deck in sight during the landing approach, but that steep angle increases the chance that the plane will bounce during the landing, eliminating any hope of the tailhook catching one of the arresting wires strung across the deck. The alternative is to come in with less flaps at a shallower angle, but that requires maintaining a faster speed, which seriously cuts down on reaction times. It also increases the likelihood that you'll end up making a two-point landing on the front wheels, which is a no-no because the tailhook will be too far off the deck to catch a wire. Bad weather makes landing even dicier, as the carrier pitches and rolls in the high seas. However, it's even worse if the carrier is stationary, because your relative landing speed is much higher than usual.

Some of the planes have such dingy canopies that landing in virtual cockpit mode is nearly impossible (although it's possible to raise the virtual seat for a better view), but for those willing to switch to no-cockpit mode, the designers have integrated a crutch that immensely helps during carrier landings. A small icon appears in the middle of the heads-up display that tells players exactly where their plane will end up if it stays on its current path at its current speed. Just line up the icon with the wire you want to catch, adjust the pitch and throttle to keep it in place, and landings become much less difficult. You still need to keep a close eye on your speed and descent rate to avoid bouncing or overshooting the target at the last second, but it's a great aid.


The IL-2 series is known for its terrific flight models, and although the majority of the planes included in this package are a blast to fly and exhibit most of their historic strengths and weaknesses, there are some serious problems. Most of the new planes are practically impossible to stall when they are flown at full throttle, even if the stick is jerked all the way back or to the sides. Quick movements like that were enough to induce stalls in previous entries in this series, and players had to really work the stick to turn or loop efficiently without stalling in the process. All of the American naval fighters included in this package can loop indefinitely and turn indefinitely with full stick deflection throughout the entire maneuver. Some of the Japanese planes like the Val and Oscar also exhibit this behavior, as do the heavier American bombers like the A-20 and B-25. Some of these planes, early Corsairs in particular, were notorious for their tricky handling, but in this sim it is possible to yank the stick in any direction until it stops, and you can maintain impossibly long turns and loops without bleeding off a lot of speed, all without worrying about stalling. This may be intentional, or it may be the by-product of having to tweak many of these planes to have terrific low-speed behavior for carrier landings, but it just doesn't feel like the IL-2 of the past.

At least the combat is entertaining. The dogfighting artificial intelligence is as good as ever, and participating in a carrier attack is about as tense as simming gets. Dauntless dive-bombers scream down on the target as AI-controlled Avenger pilots lose torpedoes and fighters swarm around looking for prey or protecting their charges. Airfields tend to be littered with targets, including many seaplanes moored at nearby docks (if the base is next to a coastline) and--if you're lucky--rows of hapless fighters trying to struggle their way into the sky to meet your attack.

Graphically, this game is unmatched by any air combat simulation currently on the market, including previous entries in the IL-2 series. For the first time, vast expanses of ocean are actually interesting to look at, because with the water effects maxed out, the sun glints realistically off of waves that are generated based on the current weather conditions. Things become even more beautiful once you get to an island, with those waves lapping at the shoreline while the water realistically changes color as the seabed becomes shallower.

Aircraft models, skins, and especially cockpits are rendered in excruciating detail that holds up even at the highest resolutions, and the many ship models also look fantastic. With enough computing horsepower it is even possible to turn on 3D sailors that man the guns on the ships, although LSOs (Landing Signal Officers) sadly are not implemented. In combat, with the special effects turned up all the way, everything from the tiniest bullet kicking up a rooster tail to the biggest bomb shredding a destroyer looks breathtaking.

The audio hasn't improved much relative to previous versions, with thunderous gunfire offset by the relatively anemic engine noises. Radio chatter changes depending on the country you fly for, and in a realistic touch, some of the early-war Japanese planes don't have radios (historically they were ripped out to decrease weight and extend the ranges of the aircraft, and so the pilots communicated using hand signals).

Mountainous island terrain is great to look at and even cooler as a setting for a dogfight, but it poses serious problems for the AI pilots. We started a Beaufighter campaign in New Guinea and couldn't even make it past the first mission because AI-controlled planes continuously slammed into the Owen Stanley Range instead of flying over it. The same thing happened in a Zero campaign during a low-level fighter sweep--the AI simply acted like some small hills didn't exist and smashed into the side of them in a single-file Kamikaze attack.

While many of the dynamic campaign missions we've flown were action-packed, several resulted in no contact with the enemy whatsoever. Even on missions filled with enemies, getting to the fight can take several minutes whether time compression is used or not. This may be realistic, but it makes for boring gameplay and removes much of the value from the dynamic campaigns. Getting the most out of this sim means rolling up your sleeves and creating missions or campaigns using the included editor or just waiting for other fans to do the work for you. There is a lot of community support for this game already, so flying online also keeps things exciting.

This is a product that evidently shipped too soon and it badly needs a patch, although it is impossible to know if a mere update can fix all of the issues with the flight models, the dynamic campaign, and the suicidal AI. Until then, this is still the best way to get your PTO air combat fix, but it unfortunately marks the low point in an otherwise excellent series.

sukebeboy
10-29-2004, 08:09 PM
posted Fri October 29 2004 18:59
7.3/10


The Pacific theater of operations in WWII was dominated by aircraft, from the opening air strikes at Pearl Harbor to the closing nuclear bombings of Hiroshima and Nagasaki. Pacific Fighters uses the acclaimed IL-2 Sturmovik engine to simulate this epic conflict, but unfortunately it turns out to be the biggest letdown of the series.

There are more than 60 flyable planes in this package, although most of those are variants of about 20 different airframes. There are a few dozen nonflyable aircraft you'll encounter in missions as well, and because of the setting, most of these planes are instantly recognizable to students of WWII. Finally, you can slip into the cockpits of F4U Corsairs, F6F Hellcats, and F4 Wildcats, along with planes that were included in previous versions of the sim, like P-38s, P-40s, P-39s, and P-51s. A-20 and B-25 bombers, along with SBD Dauntless dive-bombers, round out the American stable of flyable aircraft, meaning it isn't possible to fly torpedo bombers like the TBF/TBM Avenger or TBD Devastator. Other Allied planes you'll be able to fly include British variants of the Corsair, the twin-engine Beaufighter, the Hurricane, the Seafire, and the Spitfire.

On the Japanese side, great fighters like the A6M Zero-Sen (Zeke), Ki-43 Hayabusa (Oscar), Ki-61 Hien (Tony), and Ki-84 Hayate (Frank) are included, but other famous fighters like the Ki-27 Type 97 (Nate), twin-engine Ki-45 Toryu (Nick), and N1K1 Shiden (George) are not flyable. The only other flyable Japanese plane is the D3A1 Type 99 (Val) dive-bomber, so there's no way to fly torpedo bombers like the B5N Type 97 (Kate) or B6N Tenzan (Jill), or other dive-bombers like the D4Y2 Suisei (Judy), and the most famous Japanese bomber, the G4M Type 1 (Betty), won't be available either. The developers have promised that several additional flyable planes will be introduced in a patch, as the cockpits were finished when the game shipped and wouldn't fit on the two CDs included in this package. The add-on was not available in time for review, and a third CD should have been included if those assets were truly ready when the game went gold.

Newcomers to the series can install the game in stand-alone mode, but it also works as an add-on for those with both IL-2: Forgotten Battles and the Aces Expansion Pack installed. The latter option is the best, as it lets players mix and match planes from all theaters. Players also should know that opting for the stand-alone installation only lets them play in online multiplayer mode with other people who are also using the stand-alone installation option (they can't play online with those who installed this as an add-on).

No Pacific air war game would be complete without aircraft carriers, and Pacific Fighters shines in this regard. Several types of carriers from the period are re-created in exquisite detail, and players participating in naval campaigns soon discover that taking off and landing on these behemoths is frequently more difficult than taking on the enemy. Crowded decks during takeoffs leave absolutely no margin for error, especially considering how quickly planes must get up to speed to have any chance of getting airborne before running out of deck.

Taking off is a breeze compared to landing, which requires accomplishing several piloting feats that contradict one another. For example, using full flaps keeps your descent angle steep enough that you can easily keep the carrier deck in sight during the landing approach, but that steep angle increases the chance that the plane will bounce during the landing, eliminating any hope of the tailhook catching one of the arresting wires strung across the deck. The alternative is to come in with less flaps at a shallower angle, but that requires maintaining a faster speed, which seriously cuts down on reaction times. It also increases the likelihood that you'll end up making a two-point landing on the front wheels, which is a no-no because the tailhook will be too far off the deck to catch a wire. Bad weather makes landing even dicier, as the carrier pitches and rolls in the high seas. However, it's even worse if the carrier is stationary, because your relative landing speed is much higher than usual.

Some of the planes have such dingy canopies that landing in virtual cockpit mode is nearly impossible (although it's possible to raise the virtual seat for a better view), but for those willing to switch to no-cockpit mode, the designers have integrated a crutch that immensely helps during carrier landings. A small icon appears in the middle of the heads-up display that tells players exactly where their plane will end up if it stays on its current path at its current speed. Just line up the icon with the wire you want to catch, adjust the pitch and throttle to keep it in place, and landings become much less difficult. You still need to keep a close eye on your speed and descent rate to avoid bouncing or overshooting the target at the last second, but it's a great aid.


The IL-2 series is known for its terrific flight models, and although the majority of the planes included in this package are a blast to fly and exhibit most of their historic strengths and weaknesses, there are some serious problems. Most of the new planes are practically impossible to stall when they are flown at full throttle, even if the stick is jerked all the way back or to the sides. Quick movements like that were enough to induce stalls in previous entries in this series, and players had to really work the stick to turn or loop efficiently without stalling in the process. All of the American naval fighters included in this package can loop indefinitely and turn indefinitely with full stick deflection throughout the entire maneuver. Some of the Japanese planes like the Val and Oscar also exhibit this behavior, as do the heavier American bombers like the A-20 and B-25. Some of these planes, early Corsairs in particular, were notorious for their tricky handling, but in this sim it is possible to yank the stick in any direction until it stops, and you can maintain impossibly long turns and loops without bleeding off a lot of speed, all without worrying about stalling. This may be intentional, or it may be the by-product of having to tweak many of these planes to have terrific low-speed behavior for carrier landings, but it just doesn't feel like the IL-2 of the past.

At least the combat is entertaining. The dogfighting artificial intelligence is as good as ever, and participating in a carrier attack is about as tense as simming gets. Dauntless dive-bombers scream down on the target as AI-controlled Avenger pilots lose torpedoes and fighters swarm around looking for prey or protecting their charges. Airfields tend to be littered with targets, including many seaplanes moored at nearby docks (if the base is next to a coastline) and--if you're lucky--rows of hapless fighters trying to struggle their way into the sky to meet your attack.

Graphically, this game is unmatched by any air combat simulation currently on the market, including previous entries in the IL-2 series. For the first time, vast expanses of ocean are actually interesting to look at, because with the water effects maxed out, the sun glints realistically off of waves that are generated based on the current weather conditions. Things become even more beautiful once you get to an island, with those waves lapping at the shoreline while the water realistically changes color as the seabed becomes shallower.

Aircraft models, skins, and especially cockpits are rendered in excruciating detail that holds up even at the highest resolutions, and the many ship models also look fantastic. With enough computing horsepower it is even possible to turn on 3D sailors that man the guns on the ships, although LSOs (Landing Signal Officers) sadly are not implemented. In combat, with the special effects turned up all the way, everything from the tiniest bullet kicking up a rooster tail to the biggest bomb shredding a destroyer looks breathtaking.

The audio hasn't improved much relative to previous versions, with thunderous gunfire offset by the relatively anemic engine noises. Radio chatter changes depending on the country you fly for, and in a realistic touch, some of the early-war Japanese planes don't have radios (historically they were ripped out to decrease weight and extend the ranges of the aircraft, and so the pilots communicated using hand signals).

Mountainous island terrain is great to look at and even cooler as a setting for a dogfight, but it poses serious problems for the AI pilots. We started a Beaufighter campaign in New Guinea and couldn't even make it past the first mission because AI-controlled planes continuously slammed into the Owen Stanley Range instead of flying over it. The same thing happened in a Zero campaign during a low-level fighter sweep--the AI simply acted like some small hills didn't exist and smashed into the side of them in a single-file Kamikaze attack.

While many of the dynamic campaign missions we've flown were action-packed, several resulted in no contact with the enemy whatsoever. Even on missions filled with enemies, getting to the fight can take several minutes whether time compression is used or not. This may be realistic, but it makes for boring gameplay and removes much of the value from the dynamic campaigns. Getting the most out of this sim means rolling up your sleeves and creating missions or campaigns using the included editor or just waiting for other fans to do the work for you. There is a lot of community support for this game already, so flying online also keeps things exciting.

This is a product that evidently shipped too soon and it badly needs a patch, although it is impossible to know if a mere update can fix all of the issues with the flight models, the dynamic campaign, and the suicidal AI. Until then, this is still the best way to get your PTO air combat fix, but it unfortunately marks the low point in an otherwise excellent series.

Korolov
10-29-2004, 09:40 PM
Hmm, doesn't go with a lot of reports I've read around here.

Written by a CFS fan, more or less. http://forums.ubi.com/images/smilies/mockface.gif

MaxMhz
10-29-2004, 09:52 PM
Low point? rofl

Shows what he knows... http://forums.ubi.com/images/smilies/59.gif

Guy should look at his own review rofl lowpoint...

Lateralus_14
10-29-2004, 11:21 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Korolov:
Hmm, doesn't go with a lot of reports I've read around here.
<HR></BLOCKQUOTE>

That's because most people on this site are biased. Not that that's a bad thing.

Hunde_3.JG51
10-30-2004, 12:08 AM
"The IL-2 series is known for its terrific flight models, and although the majority of the planes included in this package are a blast to fly and exhibit most of their historic strengths and weaknesses, there are some serious problems. Most of the new planes are practically impossible to stall when they are flown at full throttle, even if the stick is jerked all the way back or to the sides. Quick movements like that were enough to induce stalls in previous entries in this series, and players had to really work the stick to turn or loop efficiently without stalling in the process. All of the American naval fighters included in this package can loop indefinitely and turn indefinitely with full stick deflection throughout the entire maneuver. Some of the Japanese planes like the Val and Oscar also exhibit this behavior, as do the heavier American bombers like the A-20 and B-25. Some of these planes, early Corsairs in particular, were notorious for their tricky handling, but in this sim it is possible to yank the stick in any direction until it stops, and you can maintain impossibly long turns and loops without bleeding off a lot of speed, all without worrying about stalling. This may be intentional, or it may be the by-product of having to tweak many of these planes to have terrific low-speed behavior for carrier landings, but it just doesn't feel like the IL-2 of the past."


Unfortunately I do agree with this part, and it is such an important part of the sim. I think PF is great but I am disappointed at the lack of stalls and ease of handling. I just had a gut feeling that maybe all planes would be a little tougher to fly but the exact opposite happened. I love my Corsair but the way it performs in loops, turns, etc. doesn't seem realistic to me. I was expecting flight models to become more FW-190 like, instead there is more La-7.

But again, please don't flame as I love PF and would buy any 1C/Maddox product in a second, but I do share the above authors opinion on this matter. I have always thought planes turned too quickly and certainly don't bleed enough energy in hard turns or sustained maneuvers. Again though, this is just my opinion.

Old_Canuck
10-30-2004, 12:39 AM
The author must be a CFS fan or he would have pointed out what we all know. This is not a M$ sim -- it's 1C sim with a great track record for fixing mistakes. It'll be fixed.

FatBoyHK
10-30-2004, 12:46 AM
Brand PF as a "low point" may be a little bit too much, but I must say I agree with most of the points make by this author. Let's face it, 1C can do a lot better. While we shouldn't whine like a little girl, we shouldn't be a fanboy either...

Let's see if the upcoming patch will turn the tide.... indeed, we have all the reason to be optmizitic, as we saw in the past 3 years.

XyZspineZyX
10-30-2004, 01:47 AM
All of the criticisms sound legitimate to me and seem to jive with what I've been reading on the boards here.

Nonetheless, I really look forward to getting my copy. I have a lot of confidence that the problems will be fixed.

TX-EcoDragon
10-30-2004, 01:55 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Hunde_3.JG51:
"The IL-2 series is known for its terrific flight models, and although the majority of the planes included in this package are a blast to fly and exhibit most of their historic strengths and weaknesses, there are some serious problems. Most of the new planes are practically impossible to stall when they are flown at full throttle, even if the stick is jerked all the way back or to the sides. Quick movements like that were enough to induce stalls in previous entries in this series, and players had to really work the stick to turn or loop efficiently without stalling in the process. All of the American naval fighters included in this package can loop indefinitely and turn indefinitely with full stick deflection throughout the entire maneuver. Some of the Japanese planes like the Val and Oscar also exhibit this behavior, as do the heavier American bombers like the A-20 and B-25. Some of these planes, early Corsairs in particular, were notorious for their tricky handling, but in this sim it is possible to yank the stick in any direction until it stops, and you can maintain impossibly long turns and loops without bleeding off a lot of speed, all without worrying about stalling. This may be intentional, or it may be the by-product of having to tweak many of these planes to have terrific low-speed behavior for carrier landings, but it just doesn't feel like the IL-2 of the past."


Unfortunately I do agree with this part, and it is such an important part of the sim. I think PF is great but I am disappointed at the lack of stalls and ease of handling. I just had a gut feeling that maybe all planes would be a little tougher to fly but the exact opposite happened. I love my Corsair but the way it performs in loops, turns, etc. doesn't seem realistic to me. I was expecting flight models to become more FW-190 like, instead there is more La-7.

But again, please don't flame as I love PF and would buy any 1C/Maddox product in a second, but I do share the above authors opinion on this matter. I have always thought planes turned too quickly and certainly don't bleed enough energy in hard turns or sustained maneuvers. Again though, this is just my opinion. <HR></BLOCKQUOTE>

Tack me onto this list as well.

Cajun76
10-30-2004, 03:11 AM
I have every confidence most, if not all the major things will be fixed. Give them a bit of time, US release is happening, and the patch should be just around the corner.

I think that beause they gave us what we wanted and made it compatible with FB/AEP, some things had to be set down and were not able to be changed, even if found. The task is harder because of the compatiblity issue, but I think the reward will be worth it in the end. Now that they're recieving feedback, and both version (PF and FB/AEP/PF) are static at the moment, they can concentrate on the patch to update and fix the things they didn't have time for before.

TooCooL34
10-30-2004, 06:58 AM
Perfect review. http://forums.ubi.com/images/smilies/25.gif
This is what I wanted to say.

Maybe you can not agree with reviewer.
But if someone laugh at reviewer, he's just a mere fanboy.

DONB3397
10-30-2004, 07:21 AM
I really like this sim, but the writer was right about the FM; some planes are a lot less challenging than I expected, e.g., Corsair, B-25, Rufe. On the other hand, why can't I get onto the carriers?

Just finished re-reading Blackburn's book and Bruce Gamble's book, "The Black Sheep," while waiting for the sim to reach the U.S. Both said the Corsair was a b***h to fly at first, with a wicked stall until the C model. I haven't tweaked the settings yet, but out of the box I was pleased...and disappointed at the same time because I could get all the a/c down without damage (excluding carrier crashs, a regular event). Maybe the easier FM is to allow for these.

Overall, it would be hard not to like this program. To date, it's clearly the best of the breed.

Yellonet
10-30-2004, 07:26 AM
"The IL-2 series is known for its terrific flight models, and although the majority of the planes included in this package are a blast to fly and exhibit most of their historic strengths and weaknesses, there are some serious problems. Most of the new planes are practically impossible to stall when they are flown at full throttle, even if the stick is jerked all the way back or to the sides. Quick movements like that were enough to induce stalls in previous entries in this series, and players had to really work the stick to turn or loop efficiently without stalling in the process. All of the American naval fighters included in this package can loop indefinitely and turn indefinitely with full stick deflection throughout the entire maneuver. Some of the Japanese planes like the Val and Oscar also exhibit this behavior, as do the heavier American bombers like the A-20 and B-25. Some of these planes, early Corsairs in particular, were notorious for their tricky handling, but in this sim it is possible to yank the stick in any direction until it stops, and you can maintain impossibly long turns and loops without bleeding off a lot of speed, all without worrying about stalling. This may be intentional, or it may be the by-product of having to tweak many of these planes to have terrific low-speed behavior for carrier landings, but it just doesn't feel like the IL-2 of the past."

True, true http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Fehler
10-30-2004, 07:41 AM
Well, I for one, have not tested things a lot of out in PF. I am still stuck on getting down on a carrier 95% of the time. I may have to (Heaven forbid) use cockpit off for a while until I train my self on what the proper AoA is when trying to stall the plane out to drop down on the deck.

I can catch the last wire about70% of the time, but I really want to catch the first trap 90% of the time. I find the pilot position (Up) to be disorienting, so I want to train myself to catch the wires in fully-seated positioning.

To me, the AI seem like snipers. I started a campaign as a Zero pilot and found the wildcats able to make extremely difficult deflection shots and roast me with 2-3 bullets. I know the Zero was a zippo lighter, but it is compounded when the opposition are snipers. However, the fix for that is to NOT fly as a winman for the AI and lead your group up high. That way you arent bounced all the time. (But that is all off-line play stuff)

In all, the only match-up I have had is the early wildcat and the early zero. They both perform like I had expected, the wilcat turning faster at higher speeds, but the zero easily outturning it in sustained turns. But what is up with the negative G outage in the early zeros? Any slight twitch of the joystick forward induces the cut-out. It was never like this in hurricanes or I-16's.

In all, I think this is a great product. Of course one thing the reviewer forgot to mention is how well 1C products are supported by Oleg. He also forgot to mention that several other items will be included in a patch very shortly. But the issues he pointed out are present, none the less. Overall, the graphics are wonderful. The Pacific looks like the Pacific now! The islands and greenery look spectacular! I have gotten so used to the poor engine sounds, that it didnt bother me to find out PF had the same old engine noise. The reduction of muzzle flash is spot on PERFECT now. I jumped into a 262 and was finally able to shoot the guns with NO stutter, and see what I was shooting at! WooHoo!!!

I will say this, I really think this software just shows how well 1C is dedicated to it's loyal fans. I can only imagine how much tweaking Oleg's original game engine has gone through to allow some of the things in PF. Landing in WATER!! Oh man, that's great! Water actually has some depth now.

Now for the obvious... How good is BoB going to have to be to even begin to topple the IL2 series? I really dont see how Oleg is going to out-do himself for the next sim. That is a testament to his creativity and to his development team.

JG52Uther
10-30-2004, 07:42 AM
Yes i agree with that review.Lets hope that things will sort themselves out in time (the patch)

Slechtvalk
10-30-2004, 08:18 AM
Good review and that from gamespot!. I also miss the harder controls, anyone remember the old p39 with her famous stalls? And the cannon with only a few could get kills? But I guess it's good for newcomers to this game since harder doesn't sell good. I truely believe things got tuned down/made just for this reason, $.

Even so this game is still like no other and doesn't get boring soon.

unseen84
10-30-2004, 11:08 AM
I also thought it was a very fair review. The guy's job is to review the game as it is out of the box, not speculate on what a patch might fix, and thats what he did.

Kwiatos
10-30-2004, 11:48 AM
At least good article. I agree in 100% about FM. Its good that author didnt afraid wrote the truth!!!

sukebeboy
10-30-2004, 11:55 AM
I thought it was a fair review and, to be honest, I didn't expect the game to score as high as it did.

Personally, I am not too bothered by the relaxed flight models but I am pretty disgusted with the DGEN that the game shipped with.

I've since installed the beta patch and things do seem somewhat improved but the problem of poor AI keep cropping up, especially at low altitudes. Sure, the RAAF Beaufighter campaign no longer has the entire flight ploughing into a hill, but that's only because the pre set flight altitudes have been increased. Nothing has been done to actually improve the AI. If you lead the flight down to low level, they still commit mass suicide. AI pilots still can't hit a plane if it goes into a gentle sustained turn. Watching one AI plane on the tail of another is laughably bad. A constant stream of tracers just missing the tail of the lead plane all because he's pulling a 1.2 G turn.

CapBackassward
10-30-2004, 05:44 PM
If we're patient, most things will be fixed. It's been this way since the series started. The article, for the most part, is pretty good but the person writing the article either doesn't know about the continual tweaking that each patch brings or they forgot to mention this important fact.

Rick

SkyChimp
10-30-2004, 06:54 PM
Here's a review of Gamespot by a PF player:

Gamespot is overmodelled. The more I asked for PF, the more they stalled. Stalling seems to be overmodelled. Every Gamespot salesperson I spoke to stalled. Conclusion: Gamespot sucks.

ParaB
10-30-2004, 07:54 PM
IMO the review is well done and points out the problems just like an honest review should do. I'm playing PF now for two weeks and it is pretty obvious that is was released too early without proper testing. And releasing a product with content missing that was advertised as being included (missing flyable Betty) borders on deception IMO.

Yes, I actually do enjoy PF a lot, but then I'm a big fan of the IL2 series and am definately not as critical as many casual gamers who won't forgive such blunders as easily...

Korolov
10-30-2004, 08:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Lateralus_14:
That's because most people on this site are biased. Not that that's a bad thing. <HR></BLOCKQUOTE>

I think there is quite a few people on this board that are quite critical of the series. The point being, they've already played the first few, so it gives us online dwellers (the ones who mostly have all the goodies) a good idea of what we'll be getting. This Gamespot review, even if it's in honesty, strikes me more of as "You'd be better off buying MS CFS3." And that's not really the truth to things.

sukebeboy
10-30-2004, 09:46 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by CapBackassward:
If we're patient, most things will be fixed. It's been this way since the series started. The article, for the most part, is pretty good but the person writing the article either doesn't know about the continual tweaking that each patch brings or they forgot to mention this important fact.

Rick <HR></BLOCKQUOTE>

I disagree. The reviewer's job is to review the product in it's current state, not to make conjectures about how it may end up.

JG7_Rall
10-30-2004, 09:57 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by FatBoyHK:
Brand PF as a "low point" may be a little bit too much, but I must say I agree with most of the points make by this author. Let's face it, 1C can do a lot better. While we shouldn't whine like a little girl, we shouldn't be a fanboy either...

Let's see if the upcoming patch will turn the tide.... indeed, we have all the reason to be optmizitic, as we saw in the past 3 years. <HR></BLOCKQUOTE>

Agreed 100%

NWO-INFIDEL
10-31-2004, 12:36 AM
That's a lot of reading, I'm too tired now to complain. WHERE ARE THE TORPEDOES???????????

Kwiatos
10-31-2004, 02:50 AM
Where is FM in PF?

Extreme_One
10-31-2004, 03:48 AM
"Suicidal AI"

It's called Kamikaze! http://forums.ubi.com/images/smilies/35.gif

NorrisMcWhirter
10-31-2004, 05:03 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Korolov:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Lateralus_14:
That's because most people on this site are biased. Not that that's a bad thing. <HR></BLOCKQUOTE>

I think there is quite a few people on this board that are quite critical of the series. The point being, they've already played the first few, so it gives us online dwellers (the ones who mostly have all the goodies) a good idea of what we'll be getting. This Gamespot review, even if it's in honesty, strikes me more of as "You'd be better off buying MS CFS3." And that's not really the truth to things. <HR></BLOCKQUOTE>

I never got the impression that they were suggesting that CFS3 was better. I came away from it thinking that the reviewer is someone who has spent some time with Il-2 and who was expecting more of Il-2 than CFS3. After all, that's where all the critical acclaim was originally levelled at - the original Il-2.

I agree with the review entirely - it's fair because they report the faults but they know as well as we do that 1C will try to improve it as we've seen in the past.

Cheers,
Norris

Labienus
10-31-2004, 02:44 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Kwiatos:
Where is FM in PF? <HR></BLOCKQUOTE>What FM? Kwiatos don't complain... fly in PF - there is nice graphics after all http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

To be serious - Kwiatos - 100% agree http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Kwiatos
10-31-2004, 03:38 PM
......but nobody is listening http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif