Overall impresions,
I like it... A LOT.
First the visuals, The ground needs some tuning (the "invisible from the side trees", but overall it works. The multitude of ground detail is just incredible. It is MUCH more immersive and really flips that suspension of disbelief switch rattling bach there in my head. Compared to AH1, for key moments I really feel like i'm up in a real airframe cruising around just looking for interesting things to see.
The planes look good externally, but I would like to see more detailed cockpits. The work done on 3d cockpits in Janes' ww2 fighters was just superb, and I think AH2 should go for that level of detail. That game was out 2 years ago, and I really think AH2 needs to match it to stay cutting edge for the next 3-4 year of its product life.
On the 3d performance side, its a bit of a bear, but it probably needs optimizing and is at the very start of its life cycle. Developers need to aim high for a product that has to last several years. This is a very different beast than something produced in a box for retail.
Finally, the flight model. WOW, it really is starting to feel like your behind the controls af a big piece of aluminum being thrown around the sky.
The inertia is there, you can feel it from takeoff to final. It feels like these crates have mass to them, and slow flight feels suitably unsettling. As in reality, I have no desire to be screwing around at the edge of the envelope below a couple of thousand feet any more. You can really get yourself into trouble now, and end up in unrecoverable situations if you're not on your toes.
Vertical maneuvers seem the most changed. In particular, I was really stunned to find myself stuck in a Spitfire V, flopping back into a tailslide, then into an unrecoverable flatspin from 6k right into the ground. It was the type of thing that i couldn't do in AH1 if I tried. Thinking it was a fluke, i reproed it several times in both the spit marks. While wingovers worked great as long as you kept your speed up, working your speed down to zero was incredibly dangerous. Strangley, the 109g10, would eventually get its nose down after 2-3 thousand feet if you dorked the hammerhead.
Im dying to see how the extra light zeke and the torqueless P-38 handle in the vertical. This game is going to be a blast for everyone. We're all going to be re-learning the basics for this one.
HTC, congrats for the hard work, good luck on moving this beta forward into production!