Archive | _air14

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Going to Work with Dad Page 2

Back to Page 1   The day in question would prove to be different in many ways. First of all, when we got to the helicopter, he didn’t leave us and head back to the hangar. In fact, he had us climb in and buckle up while he did an abbreviated “walk around” inspection. As […]

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Going to Work with Dad

by William “BBall” Ball Do you remember when you were growing up watching the television shows of the 1960’s? Those family-friendly shows would often times depict one of the kids happily heading off to work with his or her father. Be he the town constable, the local insurance salesman, or even the master clown at the […]

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Lunar Flight Page 3

Back to Page 2   Fly Me to the Moon …and let me play among the stars. Lunar Flight in its basic structure is reminiscent of the classic arcade games, in the sense that emphasis is not put on accurate details of the LEM’s computers and systems, because you won’t find a virtual version of the […]

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Lunar Flight Page 4

Back to Page 3   Preview Video Shortly before this Preview was published, Shovsoft released a juicy video showing Lunar Flight’s features. Have a look! Conclusion Good Very addictive Real physics Very challenging in terms of handling the spacecraft in maneuvers A true continuation of the classic game which means that game-play is fun Could Be Better […]

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Lunar Flight Page 2

Back to Page 1   Installation Installing the game was pretty easy. The build I was given was basically a rar file which had to be extracted somewhere to my hard disk, leaving the exe and other files in the desired folder. No registry entries needed, and double-clicking the exe launched the game. The final […]

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Lunar Flight

by Jens “McGonigle” Lindblad   Introduction Perhaps you’ve played one of the earlier lunar lander games that were tucked away on the very first business computers for professionals; the type of game that the vendor would tell you about during breaks in the more serious discussions about RAM, networking, matrix printers and flops, to re-capture your attention, your […]

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Jane’s Advanced Strike Fighters

Or, A Case Study on Why Kicking Sleeping Dogs  Usually Results in Getting Your Arse Bit… by Chuck “PFunk” Bellows   Introduction In 2002, the last “flight-themed” simulation functioning under the auspices of the Jane’s Information Group was released, titled Jane’s Attack Squadron. I use quotation marks on “flight-themed” because it had very little in common with […]

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DCS: Black Shark 2 Page 4

Back to Page 3   If it ain’t ugly, it ain’t tough. Conclusion DCS: Black Shark 2 is a massive upgrade to the original DCS: Black Shark simulation that retains everything that was good about the original. ED shook a few tail feathers by not giving folks a heads-up this upgrade would be payware, but the amount of […]

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DCS: Black Shark 2 Page 3

Back to Page 2   Gameplay With some minor differences, game play is very much the same in Black Shark 2. The flight and damage models are remarkably similar, if not exactly the same. The Ka-50’s systems and weapons all seem to behave just as they do in Black Shark 1, although the cannon does seem to […]

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DCS: Black Shark 2 Page 2

Back to Page 1   Graphics and Sounds The difference in the graphics engine is the single most notable change from the first DCS: Black Shark. Terrain, lighting, shadows, cockpit textures, 3D models, are all new and improved. It looks like the old cockpit… …but better! NVGs Cockpit lights have more depth, realism. It’s attention to […]

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DCS: Black Shark 2

by Erik “EinsteinEP” Pierce   Introduction When Eagle Dynamics kicked off their highly acclaimed Digital Combat Simulation series with DCS: Black Shark in late 2008, they redefined what it meant for a simulation to be “high fidelity” and set the bar for future flight sims. The fact that this feat was performed with the incredibly complicated aerodynamics of a […]

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Unguided Rockets Part 2

On the Black Shark The Ka-50’s targeting computer is preprogrammed with the trajectory of each type of rocket and can more or less accurately predict the impact point (given a perfect trajectory) on the ground, enabling the pilot to put rockets on target. The predicted impact point shows on the HUD as a circle with […]

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