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Review: Pacific Fighters
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Another thing missing are some of
the more common ships seen in the game. Some of the more famous
carriers are in the game, such as the Lexington class. Actually
the Lexington and Saratoga are both represented in the game,
although the model of the "Lady Lex" modeled is
a pre-war configuration (with 8 inch guns, not the customary
dual use 5 inchers common to carriers during the war). The
Essex class is represented as well, but interestingly the
Yorktown class is not present in the game. The Japanese have
the Kaga and Akagi but there are none of the smaller CVLs
that really pulled yeomans service during the war.
More
interestingly is the lack of almost all of the major capital
ships that were part of the Pacific. I dont expect every
single battleship or cruiser class to be represented in the
game but there are no U.S. battleships or IJN battlewagons
only the King George V class dreadnoughts are in the
game. In addition there are no British destroyers or cruisers,
no IJN heavy cruisers and only the USS Indianapolis (a Northampton
class if I remember correctly) is represented as a heavy cruiser
in the game.
If you have a full FB / AEP / PF install
you can add some of the earlier warships like the Tirpitz
and several Russian heavy cruisers and destroyers. This helps
but for those of us that thrive on immersion, I really would
have liked to see some of real ships that took part in these
battles. A Pearl Harbor scenario with a bunch of King George
V battleships just doesnt look right. Attacking the
Yamato is impossible in the game. There should have at a minimum
been two types of IJN battleships, two types of U.S. battleships
(more for a credible Pearl Harbor scenario), several cruisers
and the Yorktown class carriers. Its a gripe, but IMHO,
a major one.
I
know there are reasons as to why some of these ships and some
of the aircraft didnt make it into the game but
they are excuses. This is a Pacific Theatre, Second World
War game and these ships and these aircraft should be in the
game. I slammed CFS2 for some of the same things so I can
do nothing less than make some of the same critiques of Pacific
Fighters.
Ok, enough negative. One of the more
positive things about Pacific Fighters are the flight models
and the way the aircraft fly in the game. The flight models
arent perfect, there are some areas to gripe but the
3.01 patch brings the game up to a higher level and makes
for a very enjoyable, and IMHO realistic game.
Carrier use is a new feature of Pacific
Fighters and I cant think of a more ingenious way of
maintaining the feasibility of carrier operations. One of
hardest things to figure out had to be what to do with aircraft
that land on the carriers. AI was easy, you just have them
de-spawn after landing but online play was a little more difficult.
By applying chocks after landing you make your plane essentially
invisible, or in reality you remove the ability to hit the
aircraft. This way an entire squadron can land on an aircraft
carrier without the difficulties of making usable elevators
or despawning out of the game completely.
Taking off from a carrier is probably
easier than it should be. In CFS2 I spent a lot of time trying
to keep my aircraft on the ship but in Pacific Fighters the
takeoffs seem to be a whole lot easier. Once I lock my tail
wheel and throttle up I generally take it straight off the
carrier. Now if I firewall it I tank it, but a gradual increase
in throttle tends to lead to a generally straight takeoff.
That doesnt mean that taking off with every aircraft
is easy. A fully loaded F4U can be very hard to get off any
carrier, especially the smaller escort variety that come with
the game. The key is dropping flaps and bringing up power
quickly but smoothly.
Landing
is a little bit harder. Hitting a moving target with your
aircraft requires more than a little bit of practice. I have
had some experience with Warbirds, CFS2 and Aces High but
to me this feels like the most realistic of all the landing
programs. Unlike CFS2 there is no LSO to guide you in but
in all honesty I never used the LSO to begin with. The F4F
and the Zeke have the ability to raise the seat, a very nice
feature for those trying to see over the nose of their aircraft.
You cant do this in other planes, including the F4U.
What would be nice is the ability to move yourself around
in the cockpit, ala Aces High, especially when lining up a
difficult trap.
Which brings up the TrackIR3 Pro and
its latest feature: "6 degrees of Freedom" support.
Microsoft has embraced the technology, importing it into FS
2004 and into CFS2 (which didnt originally have TIR
support). Essentially, TrackIR3 Pro owners now have the ability
to not only move their head on the left right axis but also
to the front/back and to the sides. Oleg decided that the
cockpit graphics may not look quite so hot with this feature
and has declined to update Pacific Fighters to take advantage
of this technology. He may change his mind later, who knows.
Right now the TrackIR works fine in its "2DOF" mode
and it is just as good in Pacific Fighters as it is in the
rest of the IL-2 series.
I would have liked to see this feature
in Pacific Fighters. The IL-2 series has always been a cutting
edge sim when it comes to new hardware but I wont get
too wrapped around the axle. I know Oleg wants to devote most
of his time to his next sim and every time he goes back to
the IL-2 series he has to delay working on Battle of Britain.

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