(A computer flight Simulation based on WW1 Aviation)


Rowan Software is involved in producing flight simulation games for the entertainment industry, and are currently working on a new game based on first World War aviation. The flight model which is at the heart of a computer flight simulation, describes, in mathematical terms, the behaviour of an aircraft. They have produced "forgiving" models in the past that are relatively easy to fly, but they have decided that the time is right to produce a really accurate model of WW1 aircraft. The result is "Flying Corps"...

A Ground-Breaking First World War Flight Simulator!



Flying Corps is the latest in a distinguished line of flight simulators from Rowan Software who produced their first game "Strike Force Harrier" in 1985. Since then computing power has increased exponentially allowing ever more detail and realism to be added to each new simulation.

Unprecedented accuracy and atmosphere!

With this, their most ambitious project ever, Rowan are set to take computer aviation to new heights of technical sophistication. Unparalleled historical accuracy and attention to detail make Flying Corps the most atmospheric flying experience imaginable. From the ultra smooth animation to magnificently detailed scenery and landscapes you will find yourself immersed in another world - a world where the majesty and beauty of early aviation contrasted movingly with the brutality and squalor of a bloody and horrifying war.

The most detailed and flexible flight models ever!

In some games the flight models and control systems for each plane have been smoothed out to make it easier for the novice to jump straight in. This approach, however, does have a cost, as many of the planes idiosyncrasies and special features are lost. Now with Flying Corps, Rowan have solved this problem by developing dual flight models for each plane. The more forgiving model is retained for novices, while realistic options will provide a real challenge for the seasoned flight enthusiast. In the case of the Sopwith Camel, for example, the "Realistic" flight model accurately recreates the plane's notorious instability and tendency to turn to the right. If the flight sim pilot can learn to master this however, he will reap the benefits of the incredible manoeuvrability that made the Camel the most successful fighter aircraft of the period.

Inspiring, challenging and enjoyable!

Whatever your level of experience and skill, the philosophy behind Flying Corps is simple: games should be fun. We want you to truly feel what it was like to fly an aircraft in those pioneering days, to experience the agony and the ecstacy of aerial combat, to find yourself slipping back in time. You won't be disappointed.



The Game Engine

For Flying Corps the Game Engine has been completely rewritten.

Features will include:

Contoured Landscape
This will allow players to "contour chase" and attempt to fly under some bridges.

New Air Combat Manoeuvres
Special attention is being paid to the different aircraft strengths and weaknesses. So, for instance a Pfalz will usually only attempt combat if it has the advantage of height so that it can dive and zoom. It was no match for RFC aircraft in a running fight.

Multi Event Missions
Missions will be much longer than previously. In reality, missions would generally be a couple of hours long. We will fill the time with many events. The sky will be full of aircraft and the player will have to choose the right tactics. For instance, if he is on his way to rendez-vous with some bombers, he shouldn`t go chasing after every enemy aircraft he sees.

New Flight Model
We have restricted the number of flyable aircraft so that we can concentrate on their flying characteristics.

Speech
CD Speech will be available to the pilot during flight. The voice heard will be the pilots thoughts. As well giving a "running commentary" the speech will also be a form of help.

Straight forward SVGA Setup
Flying Corps is the first game to use our new engine. Towards the end of its life the old engine did suffer from compatibility problems. This was mainly due to the fact that the old engine was entrenched in DOS and new machines were designed with Windows in mind. The new engine addresses all these problems and so far we have not had a compatibility problem. SVGA on the old engine was based on a 640x400 screen. The base SVGA mode on the new engine is 640x480 and we have gone up to 1600x1200. You need a pretty powerful machine to get 1600x1200 moving at a decent speed!

The Planes

There are about twenty different aircraft in Flying Corps. The player will be able to fly 6 of these:

SE5a and Camel, Albatros and Fokker Dr1, Nieuport 28 and Spad 13

For each nationality we have chosen one maneuverable aircraft and one powerful one.

Non flyable Aircraft include:

AEG VIC, Albatros CV, Fokker DVII, Pfalz D3, Zeppelin R, Be2c, Bristol F2A, DH9, Fe2b, Re8, 1.5 Strutter, Pup, Snipe.

The Campaigns

Flying Corps will consist of four separate campaigns.

The Circus
On May 1st, Baron Richthofen goes on leave after achieving 21 victories in the month that was to become known as "Bloody April". His total Kills stand at 52. The player takes the part of Richthofen`s brother who is left in charge of the Jasta (Squadron). The objective is to beat his brother by taking his kills up from 15 to exceed 52 in the month of May.

The player will be presented with typical "Circus" missions, and will include contact with the RFC`s 56th Squadron. It was during this period that Ball was Killed while in combat with Lothar.

Battle of Cambrai
This campaign is concerned with the Battle of Cambrai which started on the 20th November 1917. This was the first battle in which Tanks were massed together and used to lead the attack. As there was no preceding barrage to warn the Central Powers, initially the offensive was an overwhelming success. However, within days the attack petered out and by December 6th, counter attacks by the Central Powers ensured that the gains made by the British were minimal.

Bad weather during the first stages of the battle meant that there was little air activity. Later, air support was a bigger factor. In fact, the Central Powers used ground straffing aircraft extensively in their counter attack.

There were two major reasons for the failure of the British offensive. First off all there were no reserves available to take advantage of the initial success. In fact, all available Tanks were used on the first attack. Secondly, the British failed to stop the reinforcements arriving on the Central Powers side.

To enhance the gameplay in this campaign, we have made some changes which mean the events are not strictly accurate. The most important change is that we are presenting the battle in good flying weather. This means both British and Central Powers aircraft will play a significant role from the beginning. In addition we will provide the British with a reserve of Tanks.

You take the part of a Central Powers Pilot at the forward airbase of Flesquieres. The attack started at 6.00am and Allied tanks have already rolled through Havrincourt. They are approaching your airfield.

The first priority is to escape in your aircraft and hold the tanks off as your ground crew make their way to the rear base at Awoignt.

The objective of the campaign is to stop the British reaching Cambrai and continue to fight until all of the British tanks, including the reserve, have been stopped.

Generally, tanks are stopped by either attacks from aircraft or by being hit by shells from field guns. Tanks can also be destroyed by close quarters machine gun fire. Your field guns will be targeted by Allied aircraft and artillery. You will be harassed by enemy aircraft and ground fire.

In the briefing section a map will be displayed which will indicate the position of the front line. News from the front will also be available. From this information you will have to decide on the most appropriate actions. For instance, if there are tanks approaching Cambrai they will have to be dealt with urgently. If field guns are being lost it will be necessary to launch missions against enemy aircraft or artillery batteries. If there is time missions against the supply point could be attempted to reduce the supply of tanks. Successful attacks on enemy airfields would result in a short term reduction in the air threat.

Spring Offensive

This campaign is concerned with the Spring Offensive (the "Push") mounted by the Central Powers in March 1918.

The player takes the part of a new RFC pilot who arrived on the front in February. In the early missions the player has to prove himself. He needs to prove he is a quick learner and be given progressively more difficult and important missions. By the end of the campaign, he should have his own Squadron.

There are 4 stages to the campaign.

Initiation (1st - 4th February)
The player must prove he is good enough to go into combat. For instance, there is a training mission in which the player must try to stay close to his Commander who is maneuvering to shake him off.



Pre-"Push" (4th February - 20th March)
Balloon busting and other strike missions.

The "Push" (21st March - 5th April)
During this period the Central Powers overran the Allies in the Arras-Amiens area. By the 5th they had reached within miles of Amiens. The advance then spluttered to a halt; the Central Powers had over extended their supply lines and the Allied defence held firm.

During this period the player will fly a range of close air support missions.

Last Effort (6th - 25th April)
The offensive had petered out by the 5th April. However, there is still a chance of a last effort. The Central Powers are desperate to break through and take Amiens. The strength of this last effort will depend on how well the player has done in his missions. In the last mission, the player will fly close air support missions during the first ever tank Vs tank battle. Even if the Central Powers position is strong, the player will still have the chance of stopping the advance into Amiens.

Weather is bad during this period and so there is not much flying.

Richthofen is killed on 21-3-1918.

Hat in the Ring
The Hat in the Ring was the insignia of the American 94th Squadron. Eddie Rickenbacker, the famous American Ace, started in this Squadron and in a few short months became the Squadron Leader. In this Campaign, the player takes the part of Rickenbacker with the objectives to:

Exceed Rickenbacker`s number of victories.
Get promoted to Squadron Leader.
Get awarded the Congressional Medal of Honour.

Other features include:

Accurate landscapes generated using aerial reconnaissance photos taken during the First World War.

Multi-event campaigns in which a complete battle takes place around you.

Auto generated combat report, detailing what you hit, and more importantly, what you missed during the mission.

Windows 95 and DOS versions in the same box.

Paint your Wagon. When you make it to ace status ( five kills) you can paint your aircraft with a personalised colour scheme.

Squadron management. On reaching the rank of Captain, You will be able to choose the number of aircraft you take on a mission, the pilots and where they fly in the formation. Flight and squadron formations can also be tailored to suit each mission.

Stereo sound effects recorded from the actual planes and guns.

Take on the role of real World War I pilots.

Play Options

As well as Campaign play, as detailed above, there will be Head to Head play available, as well as an instant action Scramble option.

Practical Flying

Flying Corps is also due to be shipped with a copy of the pocket handbook "Practical Flying" which was first published in 1918, and issued to combat pilots of the era.

Machine Requirements

Rowan are apparently running the game at a good frame rate on Pentium 133s. The game will work on a Pentium 90, although final optimisation may bring the minimum spec required down to a Pentium 75.

Release Date

Flying Corps will be published by Empire Interactive and is scheduled for release on PC CD-Rom in early November 1996.

Click here for more information on Flying Corps, and other Empire Interactive products.




(Copyright 1996 Rowan Software Ltd, Game-Over!)
| Contents | Reviews | Features | News | Tips | Links | Contributors |
Game-Over! magazine is produced and published by Game-Over
Editor: Tony Burnett - Web Editor: Gary Kinson
All material © Game-Over! 1997