FlightSim.Com Review: In Defense Of Australia

In Defense Of Australia
By Derrick C. Miller (2 Feburary 2001)

"In Defense Of Australia" is an expansion pack for
Combat Flight Simulator 2: Pacific Theater.
Warning: This is NOT a dispassionate review of the CFS2
expansion pack, "In Defense Of Australia"! I am a fickle and grumpy
middle-aged baby-boomer with too many things in my life to be
dispassionate about. My flight simming time is not one of them. If a
new plane or campaign set doesn't capture my imagination it won't
keep my attention, either. The new release, "In Defense Of Australia"
(IDOA), by Jorge Alsina and Joe Amodea passes this test. These
gentlemen have combined digital art, storytelling, and technical
integrity in a freeware offering that immerses you in the best of
flight simming experiences.
The Setting:
It is 1942. You are flying with the fledgling 75th RAAF Squadron in
Port Moresby, New Guinea. You fly a 14-mission campaign beginning
with the 75th's arrival at Port Moresby and ending with a
transitional mission at the beginning of the Battle for the Coral
Sea. This campaign is grounded in history. You will find links to
web sites for further reading in the online manual. Those sites
contain technical information and anecdotes of pilots who flew the
Kittyhawk in combat. Alsina and Amodea open a window to another
time.
The Plane:
You are the jockey of the Curtiss P-40E (Kittyhawk Ia). Amodea's
artwork (his first release of an FSDS aircraft) details every aspect
of this classic fighter. 3D intakes and exhaust, textured propellers,
asymmetric animation of the gear, intricate flaps and control
surfaces bring to life a plane with historic paint scheme and
markings. Step inside the virtual cockpit and you find working gauges
nestled on the panel of a complete three-dimensional interior.
Alsina made the panel to be functional and complete. The gauges are
pretty standard. More importantly, they are big enough to read and
actually manage the aircraft. No reflector gun sight sits in this
cockpit, either. The panel incorporates a fixed gun sight that aligns
perfectly with the default yellow aiming reticule to give you the
same virtual view your historic counterparts had from this
perspective.
She flies by the numbers. But the numbers may surprise you. My first
trip out I thought the plane felt a little loose in the controls,
slippery almost. The control surfaces seemed a bit touchy and she
rolled like a marble on glass. I fired up the default F4U for
comparison and it really wasn't much different. So, I read the
documentation and discovered this plane flies within a clearly
defined and well-researched envelope. Authentic pilot accounts verify
the dynamics. I took a lighter touch on the stick and she settled
right down.
Alsina tuned the aircraft file for playability as well. In the
default form the Kittyhawk can hold up very well against the AI
enemy. But you have the option to reset the flight dynamics in the
aircraft.cfg file to establish what he considers a more historically
accurate performance. The documentation explains this well and it is
easy to implement.
The Test Flight:
When I set out on a test flight in a new fighter model I want of find
out not only how well she handles but also how well I can handle her.
I set the flight model and realism setting to hard. I climbed up into
the cockpit at Port Moresby on a clear day with no wind and no bad
guys reported in the area.
- Ground Handling: Under 20 mph (the airspeed indicator registers
miles rather than knots) I gently rolled down to the end of the
runway. Turning and braking are do not require excessive attention
like some of the default CFS2 planes.
- Take Off: She develops power gradually so you roll about 1/3 the
length of the runway before you really begin to feel the torque of
the propeller pulling you to the port side. At that point you are
approaching rotation quickly and it may catch you by surprise. (Did
me.) Rotate at 100 mph, as the manual suggests, and you will need
gentle back pressure on the stick to lift off. But you will have to
be more aggressive with the control surfaces to keep from banking
into the palm tree. About 130 mph she begins to stabilize.
- Climb: I set the manifold pressure to 45 psi and propeller tach
to about 2800 rpm. My target speed of 145 to 150 mph gave me a climb
rate of 1800 fpm. I had to be patient in trimming the aircraft, using
just one or two keystrokes at a time. If you give the plane a chance
to get some equilibrium trimming out for climb can be done with
little effort. Above 3000 feet I leaned the mixture and above 8000
feet I feathered the prop pitch a little more.
- Straight And Level Flight: In level flight trimming out for pitch
was almost effortless. Trimming the rudder, on the other hand took
some effort. Same problem I had with the elevator trim in the climb;
I wanted to do it too quick. Once you are there, though, she stays
there! Using Bill Potvin's refuel gauge I kept the tank full for max
speed tests in level flight. The results are IAS; 282 @ 4000, 268 @
10,000, and 242 @ 17,000.
- Maneuvers: Managing speed is easy. One or two degree changes in
pitch will keep you in most any speed range you want. But this plane
retains energy. Slowing down takes a little planning and getting back
up to speed at low altitude takes a little time. My biggest problem
with basic maneuvers had nothing to do with the aircraft. She is
tuned so well that I was over-controlling her. The edges of her
performance envelope are clearly defined but not abrupt. Stalls are a
little surprising because they are not violent. Loops, barrel rolls,
Split-S and other acrobatics are manageable if you let the plane stay
within limits.
- Back To Base: Descent and landing are nothing unusual. If you
pull back on the controls while braking you can apply the brakes at
60 mph or so. Just don't stand on them or you end up standing on your
head.
The Missions:
This is a self-install download and the installation routine gives
you the option to add all of the missions in the campaign to your
list of single missions, as well. The objectives for each mission are
clear, and achievable. You have the option of ending some missions in
a rather unconventional manner, such as extending the landing gear or
pressing the period key. (That landing gear trick was the only way I
could complete mission #12!) Or you can keep on fighting or disengage
and fly home.
The Campaign is comprehensive. Amodea created another IJN bomber, the
Nell, for this campaign. It is an AI only plane with very committed
tail-gunners. You are forced to think tactically in order to down
one. Alsina employed rain, clouds, darkness and terrain as factors in
mission design. And the missions are designed to fit the plane. You
will be in the right position to execute the correct tactics for this
fighter in all engagements.
If you do well, you will be rewarded in the campaign with promotions
and medals, just like the default campaigns. Only this time the
awards and ranks are for the RAAF, along with custom mission and
campaign screens to make this a genuine CFS2 expansion. If you don't
do well there is always that "fly again" button. And you will. I won
all the medals and promotions my first go around, completing the
mission as Squadron leader. But that was at the easy setting for
missions. I set it to hard and I am stuck on mission three.
The Test Mission: Escort A-24 Bombers to Lae
- On The Runway: My flight is lined up behind A-24 dive-bombers who
have a little present for the visitors at Lae. I have decided to fly
this mission in real time, no warping to next waypoint. Time is
14:00. First decision is to NOT run into those bombers as we take
off. This is where that little bit about torque peaking down the
runway comes in handy. An A-24 sits on my port side just close enough
to make me nervous. You have to start thinking about this mission
right from the beginning.
- Climb Into Formation: I gave the bombers a little head start and
now I am chasing them in a shallow climb to get into formation. They
seem to be climbing faster than me and also pulling away! I drop the
nose a little to give me 1000 fpm climb rate. We reach altitude at
14:15, leveling off at 17,000.
- Staying In Formation: The first leg takes you over the mountains.
Once past them the bombers seem to want hug the terrain. Now
formation flying gets a little more challenging. Target speed is
about 150 mph. Pitching the nose up and down about two degrees works
most of the time but I have to actually slow down and descend to
15,000 after the mountains to stay in formation.
- The First Surprise: About an hour into the mission I see the
enemy airbase. I have 40 miles to target. The AI aircraft in CFS2 are
kind of quirky. This time my bombers decide to start crashing into
each other. The survivors change course! Do I stay with them or hit
the target? I stay with them. That is my assignment. Eventually they
find their way to bogey-land and two Zeros await them on the ground.
- Tactics: Do I take them on the ground, flying through the flak or
take them in the air and risk losing my last two bombers? The
waypoints have put me in position for a strafing run right down their
six so I opt for the ground attack. I keep my speed high, take the
first one but have to extend, climb, and come around for number two.
In the P-40E you can usually make one good reversal before you lose
too much airspeed to have an advantage. By the time I get around one
of my wingmen had already dispatched bogey-two.
- Return To Base: Now it gets real interesting. Flak hit my engine
and I am not able to climb as well on the return trip. My wing is
damaged also and I have maxed out the rudder. I have less that 30%
fuel left in this tank and a long way to go. I try to change to the
next tank and can't! I disabled auto-fuel management and now the tank
selector won't let me get any more petrol. (I haven't sorted this out
yet but using auto-fuel management removes the problem.) I am too
close to enemy lines to bail and too low on power and fuel to make it
over those mountains. I give up and warp back to base. I land at
16:25.
Conclusion:
This is one download you should take time to savor. You will find
depth, richness, and complexity throughout. I am biased. IDOA has
made me so. The plane is flyable and demands technical proficiency.
The campaign is playable and challenges your tactical skills to their
limit. The documentation is thorough and simply gorgeous. The passion
of the two designers is both evident and contagious. That, to me, is
the real test. It keeps me from being grumpy!
Rating? I will give it 95 out of 100, only because I know that Jorge
and Joe have already identified some known issues and are working on
resolving them. (These are listed in the manual.) Stay tuned for an
update from this team. They are after perfection.
Derrick C. Miller
kilroy@sheltonbbs.com
Download
the campaign.

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