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Review
Red Baron 3D: Full Canvas Jacket
by Thomas
"WKLINK" Cofield

It is
hard to believe that Red Baron II has been out for almost
six years. What is even more amazing is the lack of a replacement
for the venerable title. With the exception of add ons for
games like FSDOE and online only titles like Dawn of Aces
there hasnt been any game created to take the title
of best WW1 flight sim away from the Dynamix game.
When
Red Baron II was released it received some pretty mixed reviews.
The game was deep, and playable but there were bugs and one
noticeable feature missing; 3D card support. Sierra and Dynamix
quickly fixed the problem with Red Baron 3D and the game took
on a prolonged life rarely seen in the video game world. Multiple
individuals worked countless hours to keep the game up to
speed with new patches and enhancements.
Still,
the game was getting dated. I put my copy away about two and
a half years ago when I progressed from my V5500 video card
to one of the GeForce models. While RB3 looked adequate, even
comparable, on a 3dfx card, its lack of D3D support
meant that it would lose out against newer video cards. Some
of the Glide wrappers introduced during that time were fairly
primitive and didnt work well on many systems.
Over
time I had heard of a superpatch for the game, created by
Mitchell Kent (AKA Kess), named The
Promised Land: Full Canvas Jacket for RB3D (FCJ). This patch promised to not only upgrade the game graphically
but to increase the realism of the game. I had been
running the Promised Land web site for over 5 years making
various additions to Red Baron and was/am planning on moving
into other sims. After doing quite a few add-ons I decided
that an all encompassing one patch does it all enhancement
was in order
New cockpits,
graphical enhancements, flight model tweaks are supposed to
make the came much more current. When you consider the dearth
of WW1 flight sims as of late it is easy to understand how
people would look for an upgrade of the venerable RB3D. This
was not an effort of a single individual, rather a group effort
of a large group. I had 3D plane shapes that were created
by various members of a RB development group that the Promised
Land belonged to (SWWISA) that I was using as a base to make
plane skin textures for, I had a few fellow SWWISA member
helping me out with various aspects like historical data references
(Steve Fabert & Ted Harrity) I also realized that I would
not have the time to personally tackle other area's so enlisted
a few other SWWISA members help for these like the Flight
Models (Capt. Royce) and Damage Models (Zinteck).
Kess
continued, One of the biggest and most dramatic changes
to my vision for FCJ was when an old Internet friend who had
worked on and off with me at the Promised Land came on board,
Cap'n Darwin (Jim Snyder) had done a lot of various data/hex
editing for small projects of mine in the past, he came on
board to help with some of the data file creation and to add
in a lot of the new objects and things that I had wanted to
put into FCJ. In the end he was able to get a lot of the things
added into the game, make changes that increased game performance,
he created a standalone control panel app for FCJ that allowed
users to adjust all the internal game parameters they normally
would, and a lot of other settings a player couldnt
normally access, found other settings to help beef up AI aggressiveness,
increased the maximum in game screen resolution to 1600x1200,
and other things, he was even able to make the Control Panel
launch the game from within the app and unload itself from
memory prior to launching RB like I asked. He really helped
moved the vision for FCJ even farther down the road than I
first had planned to go.
Well, Im quite
confident of the work I did. Kess stated. He should
be. What is more impressive about this add on is the changes
that have been made to the title without the benefit of the
source code. Without code access all you can do is make
do, workaround is the operative word here.... It does
make you wonder what kind of game could be created if Sierra
did release the source code. Even with his limitations Mitchell
has created what is among the best upgrades imaginable for
a current title. It is on par with the F4UT SuperPAK upgrades
done for Falcon 4.0 or the currently being done for Rowans
Battle of Britain. Keep in mind though that both those groups
have had the source code to work with, Kess has had to work
basically blind.
As I
said before, there is a good reason that Kess decided to use
RBII as the basis for his game; that of course is RBII itself.
I looked at a lot of the other sims out there but outside
of graphics/audio, they all seemed to lack 2 key components
in my book, a great dynamic anything goes single player
campaign, and a great mega-multiplayer online arena, RB had
these but lacked the graphics, audio, and other details, to
me it was the logical choice for beefing up.
When
RBII was released it was considered by most a diamond in the
rough. While buggy, and lacking support for 3D cards (in RBII),
even modern games have trouble duplicating the campaign structure
of RBII/3D, the multiplayer setup and the customization ability
in both instant action and in custom missions. Kess summed
up his reasons for pursuing this massive upgrade by stating,
There just isn't anyone out there that has made
a WWI game right like RB, and no other game that really matches
the uncertain "anything can happen" feel of RB's
campaigns.
Well,
the question arises, does FCJ upgrade the game to the 21st
Century, as has been advertised? Well, not exactly but the
game is massively improved with this add on. But I am getting
ahead of myself.
This
is not a total re-review of RB3D, that is overkill IMHO. What
I want to do is evaluate the improvements made in the game
since Kess has updated the software. I honestly feel that
99% of the people interested in getting this software have
played RBII or RB3D in the past so going over the pros and
cons of the interface and campaign structure is not warranted
here.
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