
Wings Over Vietnam
By Robert Jacobs (3 May 2005)
ecently, strolling
through a local store I stumbled across a game called
“Strike Fighters Project One”. Thinking about buying it, I
went home and researched it, only to find out that it was based in a
fictional world with real aircraft. That turned me off real fast.
Fast forward a few months/years. Again, in the store, I saw a game
called “Wings Over Vietnam” which looked like it used the same
F-4 model, which had been called amazing by reviewers, and was this
time set in a real world conflict, Vietnam. Underneath the box flap,
was a painting of an F-4 on approach, and small screenshots of a
selection of aircraft. Buried in the left hand corner was an A-6A
Intruder. This has been one of my favorite aircraft for years, and
never had I found an accurate A-6 model in ANY simulator. This sold
me. I forked over the money and bought the game.
INSTALLATION
The game comes on a single CD with, unusually these days, and a printed
manual of 55 pages. I slipped the CD into the drive, feeling
slightly apprehensive, and waited for auto run to do its thing.
The install program soon started up, and a few clicks and dialog
boxes later, the game was on my hard drive. I left the CD in the
drive, and started the game up. As a side note, I find it extremely
irritating when a game requires me to keep the CD in the drive; this
means I’ve got to switch CD’s between WoV, FS2004, and Rainbow
Six. The shortcut on the desktop is ridiculous, but serves its
purpose, a double click on it and the game launches.
INCLUDED AIRCRAFT
There is an impressive list of included Vietnam era aircraft, which
are included. They are:
USAF:
- F-4C/D/E Phantom II
- F-100D Super Sabre
- F-105D Thunderchief
Navy/Marine Corps:
- A-4C/E/F Skyhawk
- A-6A Intruder
- A-7A/E Corsair II
- F-4B/J Phantom II
- F-8E Crusader
All of the aircraft included have 3D cockpits modeled with working
instruments. The mouse is used to pan around the cockpits in a
system, which I think works extremely well and should be considered
by Microsoft for FS10. The panning restricts you from looking at
certain angles, and doesn’t allow you to see the cockpit side
panels or directly behind you. In the A-6, you can’t pan over and
look directly right, I’m assuming so that you can’t see that
the bombardier isn’t present in the cockpit. The aircraft are
modeled well, with excellent proportions, much better than Microsoft
did one their 737 and C172. The animations are smooth and as far as
I can tell, correct, although the landing gear themselves are modeled
somewhat simply. This doesn’t really matter however, as they are
usually retracted where they cannot be seen. The loadouts are
accurate, and do have an effect on performance as can be seen when
trying to take off in an A-6 loaded with 30 Mk82 Snakeyes.
THE A-6 Model
The visual model of the A-6 is probably the best example of the work,
which the developers put into the aircraft present in the Sim. The
Intruder has many different, and unusual features which are unknown
to many developers, and due to this, it is often modeled wrong. The
developer at Third Wire obviously did his homework before beginning
work on the Intruder. The landing gear retraction sequence is
captured for the first time correctly. The mains fold forwards up
and once they are up, the nose gear begins its travel backwards
between the engine intakes. The speed brakes are an especially good
point. On real Intruders, the ONLY airbrakes present are the split
wingtip surfaces. The spoilers on top of the wing aren’t speed
brakes, and neither are the panels behind the engine exhausts. These
panels behind the engines were airbrakes, but they didn’t work and
could create dangerous airflow patterns, and so were sealed shut.
Third Wire got it right. The overall shape is accurately captured,
as are the weapons able to be carried. I’d have to say that the
A-6, F-4 and A-4 are the best modeled of all the aircraft, with the
rest a close second. The F-105 falls in between the two
categories.
RADAR, MISSILES AND BOMBS
What’s the point of a combat-based simulator without ordnance to
drop on the enemy? Weapons included are the AIM-9 Sidewinder and
variants, the AIM-7 Sparrow and variants, the AIM-4 Falcon, and an
assortment of bombs, rockets and gun pods. Almost all the Phantoms,
with the exception of the ‘gun-nosed’ E model, carry a gun pod
on the centerline station to make up for the lack of an internal
cannon. Before many dogfights, and missed missile shots, you’ll
be cursing the bureaucrat in Washington who did away with the cannon
on the Phantom. The early Sidewinders are basically useless. Be
within 1 to 2 degrees of the enemy’s tailpipe, within 1 to 2
miles, and under 2G’s of force. If the enemy’s maneuvering,
forget it. The Sparrow is also hard to use, but I find it to be more
reliable than the Sidewinder. As the war progresses, you get later
versions of weapons, and reliability increases dramatically. The
radar is extremely simple, although in practice in the fighters it
works quite well. To make a radar lock for a Sparrow, point the
aircraft in the general area of the target, and hit
“Shift+Insert” to acquire a radar lock. Then, punch the
Sparrow off and wait. For the Sidewinders, get behind the target,
less than 2G’s, preferable in level flight and hit insert. When
the Sidewinder growls, let `er fly, and hope for a hit.
The bombs included in the game are varied and include the famous MK82
Snakeye, the Rockeye cluster bomb, and an assortment of other dumb
bombs. So far, I don’t see any ‘smart’ weapons. In
contrast to the fighters, which are quite effective given the systems
modeled, the bombers could use a little work. Dive-bombing works
quite well, but level bombing takes a lot of work. The bombsight is
essentially useless in level bombing, and the DIANE equipment of the
A-6, which made all-weather bombing possible, is absent. There is no
queue on when to release the bombs, or anything of the sort. In
A-6’s on the VDI, there was a release marker, which crept down the
VDI, and when it reached he bottom, the computer automatically
released the bombs. In WoV, there is no VDI, just a radar screen.
Level bombing takes some work, but with practice it comes. There are
a bunch of third-party developers working on this game, and maybe
someone will come up with some good attack avionics.
AI & CARRIER OPS
The AI in this game needs a little work. Wingmen always try to join
up on you, the flight leader, but in many cases end up in the drink
because they stalled the aircraft to join up on you. MiG’s are
hard to catch and shoot down, which his accurate, and SAM’s are
present in all their terrible glory. If you don’t see the SAM
during its launch, you won’t see it, until it’s too late to
do anything about. Carrier ops are rudimentary, with wingmen landing
straight instead of on the angled deck, and disappearing soon after
touchdown. Sometimes the wingmen take an impossible 90-degree turn
just before touchdown and land on the water as if it were a runway.
For catapults, you advance to full power, and release the parking
brake.
CONCLUSIONS
Wings Over Vietnam is a good break from FS2004, and is a nice sim.
Some things like the AI need work, and the carriers could be more
detailed, but the aircraft and systems are fun, and it is a good all
around program. I’d say to buy it, given the price and the
aircraft included. There is also a large third party base, which
make add-ons for the sim rivaling Flight Simulator's. This is nowhere
as detailed as say, Lock On: Modern Air Combat is, but it is easier
to learn, and more fun when you just have an hour to jump in and play
around. This is an excellent all around Sim.
Bob Jacobs
Wingnut172N@yahoo.com
Buy Now

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