Author Topic: WW2OL, 2nd Impressions  (Read 4605 times)

Offline AKWeav

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WW2OL, 2nd Impressions
« on: December 12, 2002, 03:09:11 PM »
I've been giving ww2ol another shot, to gauge any improvements since they've switched to DX8. I prefer combat in the air, so I mainly flew the planes (from both sides), so I limit my impressions to that catagory.

First, my system specs:
PIV, 1.3ghz
512 PC800 Ram
G-force 4 128 meg video
connex via cable modem

SETUP (controls):
Learning the nuances of the keymapper requires a bit of trial and error, but once you figure it out, it's fairly simple. Calibrating your joystick is a very time consuming affair, with many trips back to test fly your adjustments.

I mostly had problems with the rudder, which would suddenly spike to full input, throwing the plane out of control. Great care must also be taken with the elevator calibration. I died many times from excessive g-forces because of sudden full deflection of the elevators.

(performance)
Again, lots of experimenting switching certain things on, and others off. Try various resolution settings. The lowest settings don't always give best performance.
If you need help, look for it in the community forums, CRS has no real customer support. They rely on their customers to provide that.
The most effective way to increase frame rates is to reduce your audio acceleration to zero. My frame rates went from 15fps to 35fps using this fix (when there were no enemies about). Strange thing, I could fly with a hord of friendly planes, and my frame rates were'nt effected. But have a couple of bogies enter my FE, and rates dropped to the low teens or lower.

Offline Kieran

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WW2OL, 2nd Impressions
« Reply #1 on: December 12, 2002, 03:14:25 PM »
I have a similar rig, and see things exactly the same way. Continue.

Offline AKWeav

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WW2OL, 2nd Impressions
« Reply #2 on: December 12, 2002, 03:23:56 PM »
FLIGHT MODELING: Overall, I found it quite challanging. Long drawn out fights required judicial use of throttle and prop speeds to avoid enging over heating situations, with resultant loss of power.
If the model is lacking anywhere, I would point to easy of spin recovery. Simply let go of the stick and the airplane would recover itself.
Compression doesn't seem to be modeled. In overspeed conditions, primary concern was g-forces encountered pulling out of dive.

DAMAGE MODELING: No visable damage is apparent, other than various smoke, and fire. No parts become detached from any plane damaged.
It seems to take many hits to damage a plane to the point that it will not fly. Overall, I was shot down primarily because of pilot death, rather than the plane not wanting to fly anymore.

VIEW SYSTEM: Basic views, not customizable. Pilot's head is locked into a single position in the cockpit. No dead 6 view at all. Very easy to lose sight of your enemy in a fight.

Offline Apache

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WW2OL, 2nd Impressions
« Reply #3 on: December 12, 2002, 03:31:23 PM »
I'm giving it another look as well. Been playing for about 4 weeks, but not flying. I don't like anything about thier flight dynamics so I stayed away from it this time. Doing nothing but ground pounding.

Its kinda fun now actually. My rig is similiar to Weavs and Kierens, just twice the ram.

Lag isn't much of an issue until the units surpass the 64 limit, which the axis has learned to use as a tool. If you can get past being killed by blinkouts, its really not too bad now.

Lag also seems to affect the aircraft prediction code really bad from a ground observation stand point. Every strafe run I see, the aircraft flies right thru the ground, then comes back up out of the ground down range. Thats taking some getting used to.

Communications is tough. Theres so much going on at one time, its difficult to mentally decipher everything, but thats gettin easier.

If you're not in a squad, you're pretty much screwed. Not many friendly folks. There are some sure but over all, if you're unknown, you don't exist. Won't even answer you on the radio much. Oh and if you stand still too long for some, you're a spy, lol.

Not mcuh to complain about now and it is different from AH. Guess I'll keep it for awhile, only 12 bucks what the heck.

However, my flight sim money still go's to HTC. No one does it better.

Offline hardcase

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WW2OL, 2nd Impressions
« Reply #4 on: December 12, 2002, 04:02:47 PM »
I always tune one radio to Origin. Most ppl seem to sit on private channels. If they are not in your mission and you are not tuned to one of the OOB frequencies,  you can get overlooked, not from unfriendly, but they simply don't hear you. There are dedicated air, ground, ,north, south frequencies for both axis and allies. That second page you have to click to get in, has radio freqs for everything. If you are already in (have an account) post to the Community Forum page and maybe we can get some more fps out of your rigs.

HC

Offline AKWeav

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WW2OL, 2nd Impressions
« Reply #5 on: December 12, 2002, 04:21:00 PM »
GRAPHICS: Overall the game looked very nice from the air. I liked the layers of clouds, and the way the plane passed through them.

The terrain is very well done, giving a very credible 3D rendition of Europe at the time. Towns and cities are amazing in their detail. Hedge hopping at high speed is exciting owing to the variaty of ground elevations, and the different heights and types of trees encountered.

Planes viewed at a distance are single specs that flicker in and out. As the range is closed, a pale circle surrounds the plane. About the time the dot is identifiable as a plane shape, the circle takes on a color (blue=friendly, red-enemy), faint at first, with an identifier of it's type. The longer you maintain the view, the stronger the color becomes. Look away for a second, then reaquire the target, and the icon will be faint again, until you look at it longer, or get closer. There are no range readouts in the icons. Also, enemy ground units have no icons. They must be spotted visually. Friendly ground units are identified by their game name as a blue icon.

MY OVERALL IMPRESSIONS:
This is a very difficult game to get comfortable with. In the month and a half I've tried it, I'm still not close to being comfortable with my performance. Add to that, it's a very lonely game for the beginner. There is no real interaction between players. The radio system (text only) is cumbersome to use. Short of joining a squad, with scheduled missions, you are basicly on your own.

Navigation in the game is difficult requireing the downloading, and printing of a player supplied map. The ingame HUD map gives direction of travel, direction to rtb, and terrain detail at about a ten mile radius around your plane. A cursor pointing to your destination is activated when volunteering for a mission. Town names are displayed at a distance of about five miles. The map is necessary to plot your course to your destination. While this may be realistic, it is cumbersome, especially in light of no autopilot. You need to finely trim your plane to be able to peruse the map for any lenght of time.

At first finding a fight was a prolonged affair. The map gives no indication of the front lines. Fly (east for allies, west for axis) in that general direction until some tracer fire is spotted. Head in that direction till you got to the fight, never knowing what you're gonna find when you got there. Best sure way of finding a fight is to find an airfield that has missions posted. You still won't know what will be there, but there has always been a fight, whether with enemy ground elements, or air.

Some of the things I did like about the game: The feeling of actually being in a plane was expanded by the vibration of the plane around me as various parts of the flight envelope were passed through. Head movement in response to control inputs, shifting of prop speeds are well done, and add to the imersion. As I stated earlier, low level flying gives an exciting visual impression of speed as trees, gullies, buildings flash by.    

I still have some issues with the game performance. Though the drop in frame rates is an excellent early warning system for the presence of an enemy, furballs at 8-15fps can be very frustrating. Though my machine is not state of the art, it is still a fair high end unit. Performance is very poor when in the neighbor hood of several enemy elements. Virtually unplayable, and this is unforgivable. I can only imagine what some poor sod with a P III endures.

I'll no doubt give them one more patch before I throw in the towel again. The game has so much promise it is worth looking into now and again (about every year and a half in my case).

For those interested in ground warfare, this could be your ticket. Me, I'm a flyguy, so they'll have to improve that part of it for me to stick around.

Btw, many thanks to Hardcase and othersfor all the help in getting set up.  Never could have done it otherwise.

AKWeav

Offline Wlfgng

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WW2OL, 2nd Impressions
« Reply #6 on: December 12, 2002, 05:12:54 PM »
thanks weav.. pretty thorough review IMO

Offline hardcase

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WW2OL, 2nd Impressions
« Reply #7 on: December 12, 2002, 05:24:15 PM »
An excellent review, in deed. WK, post your settings in the Community Forum,  still think we can get a few more fps out of your machine. Add, the system specs to.

HC

Offline Heinkel

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Worth Giving it Another Shot?
« Reply #8 on: December 12, 2002, 06:07:43 PM »
Will it run on my system?

P3 700 Mhz
Geforce 4 64 Meg DDR PCI
Cable Connection
256 MB Ram

Worth installing it again? Can play all my other games @ full detail except that one...so I just dumped it.

Offline hardcase

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WW2OL, 2nd Impressions
« Reply #9 on: December 12, 2002, 06:15:46 PM »
Yes. Will you be able to fly, maybe a buff. Try it in the ground war. Lots of things to kill and kill with. The rig is below the new minimums, but the dx8.1 and T&L helps a lot.

HC

Offline Staga

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WW2OL, 2nd Impressions
« Reply #10 on: December 12, 2002, 06:20:18 PM »
That game shines when you're on a good squad or if you find a group to join for the time you're playing who are using tactics and not only raw power to achieve their goals.

Squad I'm in has 70-80 players of which 40-50 are active and 30-40 participates in squad-evenings.
We have dedicated teamspeak server with channels for air- and ground operations and sometimes ground-channels are divided to 2-3 sub-channels 'cause of enormous traffic even when players are using shortened slang to spread info about enemy and their own movements.

Feeling of "being there" can be sometimes pretty strong, 24/7/365 pure scenario playing helps to tolerate the flaws the game is still having.

btw operation "Ramrod" was pretty neat, all GHC squads had their goals and strategic targets given from HQ and whole thing lasted several days. Pretty impressive operation where allied were first cut to halfs and after that brits were kicked back to their tiny island :)

Offline SirLoin

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WW2OL, 2nd Impressions
« Reply #11 on: December 12, 2002, 06:22:33 PM »
Nice write up Weave...I like the icon system they have..Who knows what WW2OL will be a year from now.

**JOKER'S JOKERS**

Offline Staga

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WW2OL, 2nd Impressions
« Reply #12 on: December 12, 2002, 06:25:33 PM »
btw 1,4GHz P4 is pretty slow machine already and I wouldn't expect too much from a P3-700 with 256mb.

I'm using 2,0GHz AMD XP2400 thought it's OC'd to 2,3GHz (Sandra thinks it's XP2800) with 768DDR and Gf4Ti4200 (also OC'd). No problems with framerates here :D

edit: pretty good bang/bucks ratio with that AMD XP, ~230$ here.
« Last Edit: December 12, 2002, 06:28:38 PM by Staga »

Offline Kieran

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WW2OL, 2nd Impressions
« Reply #13 on: December 12, 2002, 07:05:13 PM »
That's a fair review, Weav. Thanks.

Offline Jekyll

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WW2OL, 2nd Impressions
« Reply #14 on: December 12, 2002, 07:53:59 PM »
Weav, if you're finding that your elevator or rudder are suddenly spiking with minimal input, go to your data/cfml folder and delete the file global.calib

I found the same problem when I changed joysticks.