by Gary C. "Mo" Morgan
INTRODUCTION: Before the advent of radar, night vision goggles, infrared search and track systems, radar warning receivers, and electro-optical magnified video, tactical fighters had only one sensor, the pilot's eyeballs. Return with us now to those thrilling days of yesteryear, almost four generations ago, when air combat was as much a fantasy concept to people of the new 20th century as space combat may be to us today. When brave men flew above the blood-soaked muddy trenches of "No Man's Land" in frail kites driven by tiny engines, armed with one or two machine guns (which usually jammed), and fought each other to the death, since parachuting from a stricken plane was a matter of honor. Microprose recently released their newest air simulation beauty, KNIGHTS OF THE SKY (KOTS), which depicts World War I air combat along the Western Front from 1916-1918. Russell Sipe reviewed KOTS "Jousting over Germany" (sic-actually "over France") in issue #79 of CGW so this article won't be a game review; instead it will attempt to suggest some tactical tips for the player, which should enhance survivability and add to the enjoyment of playing the game. KOTS will also be compared to Dynamix's RED BARON simulation where a comparison between the two is warranted. Readers unfamiliar with KOTS may glean enough information from these tactical tips to familiarize them with the content of the game and hopefully stimulate more investigation into this excellent air combat simulation. DECISIONS: Microprose offers two players the opportunity to play each other via modem, in a mode called "head-to-head", which is a significant innovation in computer simulations. A human flying opponent can be far more unpredictable and challenging than the computer opponents encountered in most flying simulations. The player can also hop in any type of aircraft and fly a "one vs one" air combat against any of the famous aces, each in his personal aircraft type and color. To minimize frustration and encourage play of the game, players can select one of five different levels of difficulty. The lowest level is very forgiving (no crashes) and the highest level provides the maximum challenge (expert enemy pilots). Like most Microprose simulations, in the primary play mode the player can either select a specific mission type or may enter a "campaign" (series of missions) and be randomly assigned one mission type each game. The campaign involves the interesting aspect of "role playing" since the player "becomes" a character. An aviator enters a campaign in 1916 as an enlisted pilot for either the French Air Service or the British Royal Flying Corps. This choice is almost insignificant, since medals from both nations can be awarded, regardless of the national air service. No American Army Air Corps option is available (America entered too late in the war) and one of the big deficiencies is that the player cannot become an aviator in the Imperial German Air Service! RED BARON offers the option of either British or German service careers. The variety of missions during a campaign is keyed to the progress of the war, and the trenchlines and airdromes move as a result of the War's famous offensives (this is one of Microprose's first historical games and the research and historical detail are superb). The player-aviator is assigned to an airdrome and must continue flying from that location until he attains the rank of Captain. As a Captain, the player now assumes the responsibilities of a squadron commander and may elect to move his squadron to any of the Allied airdromes on the map. The primary reason for moving a squadron is to better enable the player to hunt the enemy aces, through the act of "challenges". The playermay be challenged ormay elect to challenge an enemy ace. Intelligence clues are provided after each mission, such as the location and date where an enemy ace is expected to appear, the number of kills and his ranking, and the type and color of his personal aircraft. Flying nonchallenge missions counts toward decorations and promotions, while "ace hunting" is a purely personal mission. PICK A MACHINE: Whether playing a single mission or a campaign, one of the most critical decisions a player can make is selecting the aircraft he will fly on the next mission. For the Campaign Game (YAW) Microprose has realistically placed only those aircraft into service that were available at the time each mission is to have occurred. In the early part of the war (1916), only the Airco DH2 and the Nieuport 11 are available. As the war progresses, newer and more capable airframes appear. The Nieuport 11 is recommended at first, then the Nieuport 17 when it appears. Once the SPAD 7 appears, select it, and later the SPAD 13 when it becomes available. Although the Sopwith Camel is always touted as the finest Allied fighter of the war, there are several significant advantages to flying the SPAD (which most American pilots flew in 1918). Whether the year is 1917 or 1991, the most important axiom to remember about flying fighters is "Speed is Life". The SPADs are the fastest Allied aircraft available, with more horsepower and greater maximum speeds than any other machines. Speed makes all the difference when trying to run down a fleeing enemy, or escaping from a pursuer. The incredible Microprose attention to authenticity is evident during dogfights in KOTS. When aircraft climb or turn quickly they "bleed off energy" or slow down due to the aerodynamic forces acting on them (lift and radial G forces, respectively). Each type of aircraft accelerates, turns, and climbs authentically in KOTS, and their relationships during air combat are believable. As a point of contrast, when playing RED BARON by Dynamix, the player's own machine may perform in an authentic manner, but adversary aircraft perform like F-16s and not like biplane/triplane fighters, possibly to compensate for the computer control limitations of enemy aircraft against a human opponent. It is not unusual when playing RED BARON to see an enemy aircraft climb up after you like he's shot out of a gun, make a high G break turn or reversal, then run you down like you are standing still. You can also be "gunned" while making a maximum performance turn, 90 to 120 degrees of bank (perpendicular to the horizon) and pulling all the way back on the joystick with the guy on your tail lagging your flight path. It is difficult to fly in RED BARON and get a similar feel for the maneuvering dynamics of WWI air combat. It may be more challenging (actually frustrating) to be fighting against an F- 16 disguised as a biplane, but it is inaccurate from a historical and scientific perspective. It is commonplace in KOTS to accurately employ energy maneuverability (speed and turning) to perform the entire gamut of basic fighter maneuvers in three dimensions against multiple adversaries with all aircraft performing realistically. VISUAL LOOKOUT: World War I aircraft had no sensors like radar to provide situational awareness to the pilot. Visual lookout was (and still is) paramount, first for survival against attack, and secondly to find targets to attack. Continuously scan around the aircraft. Positions around an aircraft are based on clock positions, with the top of the clock facing the direction the aircraft is flying. Forward is twelve o'clock, behind is six o'clock, to the right is three o'clock, and to the left is nine o'clock. Use the 1, 2, 3 and 4 number keys for views from the cockpit (1=12 o'clock, 2 = 6 o'clock, 3 = 9 o'clock, and 4 = 3 o'clock). Since parts of the fuselage and wings block part of the view, try using the f5 (from behind looking forward), f8 (from forward looking aft), f6 (from left looking right) and f7 (from right looking left) "wingman" views, as a wingman flying with you may see around your plane. Wingman views show your aircraft from the various positions, and reveal more sky around you than the cockpit views may show. The f2 key shows the position of other aircraft relative to your aircraft (looking through your aircraft to the other plane), and should be used sparingly if realism is desired. The Shift-f2 key combination shows the opposite view, from the enemy aircraft to yours. This is almost cheating, (like having an AWACS flying with you) and should only be used when WWI realism is not desired since it is possible to see all adversaries, and determine their positions from you and their headings. THE INTERCEPT: All air combat engagements begin with an "intercept", where the flight paths of two or more opposing aircraft bring them within proximity to each other and permit maneuvering for the employment of ordnance (machine guns). All intercepts require the attacker to get close enough to the target to shoot, which requires knowledge of the target's heading, altitude, speed, and range. Most intercepts come from an attacker who is in the forward hemisphere of the target, forward of his three to nine o'clock position. Intercepts from behind the three-nine line of a target require a significant speed advantage from the attacker. It is possible to run down a slow enemy two-seater, and the high maximum speed of the SPAD 7 or 13 enables the player to close on some of the slower enemy fighters (Fokker Eindekkers and Halberstadts) from behind. The object is to get behind the enemy aircraft and not to allow him to get behind you. To accomplish this, you first must intercept him based on your knowledge of his flight parameters. You don't have a radar to help you and must use your eyes! TARGET INFORMATION OR "BOGEY DOPE": Enemy aircraft appear as dots initially, with a shadow dot below them on the ground to indicate altitude. Watch the dot's movement and try to determine altitude, range, speed, and heading. Altitude and range are relatively easy to identify. Note how high above or below the horizon you see the dot, and try to climb or dive to put the dot somewhere near the horizon. Climbing early helps considerably, particularly to arrive at a comparable altitude and regain the speed which will be needed to begin a turning fight. As the aircraft gets closer in range, the dot turns into a dash, then gains more shape and detail (color). It won't be hard to quickly identify Halberstadts, Alba trosses and two-seaters at long range, particularly with a VGA display. Heading and speed are related. A dot that doesn't move much laterally is either going in the same direction you are, or the opposite direction. If the dot stays the same size, he is heading the same direction. If he grows quickly, he's coming your way. Don't let him come straight at you (see below) or he'll make a head-on gun attack on you. If the dot moves laterally, you are on a crossing geometry and you'll need to fly a lead pursuit profile. He should move either left or right. If in doubt, put the dot in the center of the gunsight aiming ring and fly a level steady course. The target will fly either left or right if he is on a crossing flight path. If he flies right, make a turn in that direction (bank right and pull to put him on the left side of the ring). You want to fly to a position ahead of him initially, or when you finally cross his flight path and want to turn to his heading to shoot, he will be too far out in front of you. When you start to see some detail (more than a dot or dash), put him in the center of your aiming ring and turn to keep him there. You should wind up behind him, heading his direction. Once he sees you, expect him to begin maneuvering. Flying directly toward an enemy aircraft who is coming in your direction is the quickest possible way to be shot down. Avoid pure head-on intercepts, and wait until the enemy aircraft goes by before making a hard turn to pursue. The best way to avoid this is to keep the enemy aircraft outside the aiming ring (over the machine guns) until it is certain that you are behind him (wait until he flies off the left or right edges of your monitor). Roll into 6090 degrees of bank and pull back on the stick, keeping the horizon in the center of the aiming ring of the gunsight. If you were above the target pull down slightly below the horizon, and if you were below, pull up slightly above the horizon. When you complete turning to the heading the enemy fighter was traveling, you should see him in front of you. Don't expect him to keep going in the same direction, he doubtless saw you and is turning toward your tail to kill you. Turn to follow him. Also, be sure to check behind you-he may be "dragging" you and setting you up for a shot by one of his wingmen. "SADDLING UP FOR THE KILL": Sometimes two-seaters will not turn or maneuver and one need only get behind them and fire. When attacking two-seaters, never fly at their altitude or above or the observer will fire on you with his rear-facing gun. Always stay below a two-seater and open fire at long range, aiming slightly above the plane for the tracer rounds to fall. To gun a maneuvering enemy fighter, you must get inside his turning circle and predict a position slightly in front of him and slightly high in order to fire your machine guns. This may place the target just under your guns or engine. Practice will refine the amount of lead needed and optimum range and time to open fire. Flying a cutoff geometry (inside his turning circle) will allow you to close the range, but throttle position is also fairly critical. Flying at 100% throttle will force you to close the range too quickly and you won't have enough time to settle down, aim, and shoot. Flying at 80-90% is optimum, depending on the type of enemy plane and your plane type. Assuming roughly comparable aircraft (your SPAD 13 and an enemy Albatros D3/D5), 90% is best. With a Nieuport or SPAD 7 against a Halberstadt or Eindekker, 80% is good. Less than 70% will create long delays in your attaining shooting parameters, and will force you into a predictable flight path for other enemy aircraft to fire at you. Conversely, if you stay at 90-100% throttle, it will be more difficult for enemy aircraft to sneak up on you and fire. Watch for an enemy plane reversing its turn, particularly if you get close. If you are turning left and you see him coming from left to right, open up early with your gun and hope for a "snapshot" (he will fly into your bullets). If he keeps flashing past you in an opposite turn, continue making a hard circle and the next time you see him, he will be in a gentle turn some distance out from you. MAINTAIN YOUR ENERGY AND KNOW WHEN TO SEPARATE: In an outnumbered situation (typically you've attacked an enemy airfield when a whole squadron is coming back to land), your best tactic is to climb and run. One great tactic in a SPAD is to outclimb enemy aircraft (especially Halberstadts), then hold your nose on the horizon at 100% throttle and run away at 120-135 knots. The Halberstadt is slow but can turn quickly and can't climb. Be careful about fighting Halberstadts at very low altitude (under 1000 ft), particularly when they attack you near your airdrome. They like to drag you down to 100 ft and watch you impact the ground in a tight turning fight. I shove it up to 100% when they aren't right behind me (like when we passed nearly head-on) and climb up above them. If they climb up with me, I'll turn with them at altitude. More likely, they head my direction, but at a much lower altitude and follow me, climbing very slowly. The Eindekkers can't turn or climb very well and aren't a serious threat if you are in a Nieuport or SPAD. Watch out for the Albatros family since they can climb and turn, and are relatively fast. Fokker Triplanes climb and turn quickly but are also slow. If you take a Triplane up with you, he will start slipping back in range. Nothing beats raw horsepower and maximum speed, particularly if you use the vertical. Don't continue to turn with lots of enemy aircraft. Look behind you frequently. If an enemy plane gets close on your tail, start turning. When no one is on your tail, put your nose on the horizon and go to max throttle. Look for your chance to run, and don't wait too long. Your gas is limited, and the higher your throttle setting, the quicker your gas is consumed. Watch your gas! Know which way to escape and keep looking behind you (quick peeks). When in doubt, head west initially, then once out of imminent danger, tap the spacebar and see which way to head for home on the map. RECOVERY: Head for your own side of the trenchlines when your fuel supply indicates about half full. You will need to fight for several minutes just to land. If you don't land safely, your mission may not count as successful, and you will miss out on promotions and decorations. The farther east of your trenchline you fly, the higher you should climb. You may be shot but in many cases you can glide to your own lines and make a forced landing. This should result in your survival and return to your squadron to fly and fight again. The greater the challenge level you select (5 is most challenging), the greater the chance that you will die if shot down, or will be captured if you land in enemy territory. This is one area where RED BARON really has some excellent innovations. If you take some hits, these appear as damage (bulletholes) around your cockpit. If you are wounded, your view intermittently turns to a red haze. If you don't land quickly, you pass out and crash! RED BARON and KOTS also provide the innovation of clouds, which is a real air combat factor (missing from Lucasfilms' THEIR FINEST HOUR). Clouds are very thin in KOTS so you bust through them quickly. Clouds in RED BARON are thicker, and it appears as though you are flying in fog when in them. RED BARON features blinding sun zones and dusk/night sky environments. It is really spooky to go after a German Zeppelin over London at night, with the stars, tracers, and your wingman in formation! MUTUAL SUPPORT: The most significant limitation in KOTS (addressed in RED BARON), is the absence of friendly aircraft flying with you in your formation. In KOTS, almost anything flying is an enemy aircraft, with the two exceptions of friendly balloons on your side of the lines, and a friendly two-seater you may be assigned to escort. It would have been great to have a couple of other friendly aircraft in your formation, or to encounter other friendlies flying missions over the trenchlines (possibly mixing it up in air combat). Sometimes they could jump in and help you, or you could help them. KOTS doesn't offer much potential for mutual support in air combat, nor much opportunity for fratricide. Flying in formations with other friendly aircraft is one of the best features of THEIR FINEST HOUR. Flying with friendlies in your formation goes part of the way to compensate for the unrealistic air combat dynamics of enemy aircraft in RED BARON. The lack of friendly aircraft, and the missed opportunity to role-play German pilots are the only two limitations I found in KOTS, and these minor limitations are more than com pensated by the great opportunity to play another human via modem. The KOTS manual is typically excellent Microprose material, chock full of well-researched back ground material. RED BARON also contains an excellent manual. RED BARON's visuals, both aircraft flight scenes and stills, are breathtaking. The above listed RED BARON innovations (wounds, damage, cloud "fog", sun "blinding", nightflying, wingmen, German Air Service career opportunity) make it a great second WWI air combat simulation to own, particularly if you are seeking a firsthand visually-oriented "view" (emphasis on role playing) of WWI air combat . For the player who also enjoys the role-playing and authentic feel of the period, but seeks a more realistic air combat simulator, with realistic biplane energy maneuverability and flight dy namics, Knights of the Sky is the preferred WWI game. Check Six! "MO" Back to Table of Contents -- Air Power # 19 Back to Air Power List of Issues Back to MagWeb Magazine List © Copyright 1992 by J.D. Webster This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |