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Showing most liked content on 02/03/2023 in Posts
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6 pointsVietnamese Tiger, 1979 during Boder War with China. One J-6 less!
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6 points
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4 pointsI did some work on the panzer pack for the Ukraine terrain. I adjusted the armor to more or less correct values, included the lower hull with reduced armor thickness and added the tactical numbers and the white cross. For the T-64B i did dome photoshop to change the wheels from massive T-74 to small T-64. Here the ukrainian T-72M1 and the T-64B
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3 pointsHi all, the latest WOFF BH&H II update patch V1.36 is released today. Although we have just released an expansion for our WW2 sim Wings Over The Reich, WOFF still has some attention with 5 new free features/improvements! Version 1.36 3 February 2023 1) Improved Tree Models. 2) AC are now damaged if gear contacts water. 3) Improved Woods Textures. 4) Grass implemented at Airfields. 5) Revised Spring Tiles. Please see the WOFF BH&H II Downloads page on our website.
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3 pointsSmall progress. Real life issues. I reworked the airfield file. I hope you like it. Then i changed the color of the "road" objects, which i use to build the target areas. They now fit better with the roads, that are painted on the tiles.
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2 pointsThe FG was followed by a 3 digit number (the 3 last of the serial) in Hellenic F-104 Gs. It should have been FG-691 most probably. NO REPOST OF OTHER PEOPLE PICS, also need a pic on your own!
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2 pointsNEWS FLASH! 1 FEB 2023 : WINGS OVER THE REICH EXPANSION BATTLE OF FRANCE - OUT NOW! At last the long awaited new phase to WINGS OVER THE REICH has been released! This new add-on to ‘WOTR’ expands it to cover the fast-paced Battle of France period, just prior to the Battle of Britain. Take part in a new whirlwind dynamic campaign as the Germans invade France bursting through the Ardennes Forest, taking the Allies completely by surprise. OBD has designed an incredibly unique campaign system for the fast-paced dynamic blitzkrieg war - never seen before at this level in any combat flight simulator. In a matter of weeks in the summer of 1940, the Germans push through the Ardennes and following along the Somme valley, effectively cutting the French forces in two, and isolate the remnants of the BEF and French 1st Armies in Dunkirk. Fly for Germany, Britain or France in this Dynamic Campaign system, specially designed to deliver the excitement of the rapid and ever-changing Battle of France! With exciting additional features such as assisting the evacuation of Dunkirk, in Spitfire squadrons based in England. In many squadrons - British or German - you can continue through BoF seamlessly into BoB - it's one war! New Scenery including new airfields, new grass at airfields, new Dunkirk area with famous harbour with landmarks such as the Mole and the Lighthouse. New Flyable Aircraft such as the Curtiss Hawk 75-A2, BF109E3 and more, New AI Aircraft, such as the Bloch MB152, Morane MS406, Potez 63.11 New ground objects and vehicles. With many other new and improved areas, it’s a must-have for WOTR fans. For more details, NEWS FLASH! 1 FEB 2023 : WINGS OVER THE REICH EXPANSION BATTLE OF FRANCE - OUT NOW! At last, the long awaited new phase to WINGS OVER THE REICH has been released! This new add-on to ‘WOTR’ expands it to cover the fast-paced Battle of France period, just prior to the Battle of Britain. Take part in a new whirlwind dynamic campaign as the Germans invade France bursting through the Ardennes Forest, taking the Allies completely by surprise. OBD has designed an incredibly unique campaign system for the fast-paced dynamic blitzkrieg war - never seen before at this level in any combat flight simulator. In a matter of weeks in the summer of 1940, the Germans push through the Ardennes and following along the Somme valley, effectively cutting the French forces in two, and isolate the remnants of the BEF and French 1st Armies in Dunkirk. Fly for Germany, Britain or France in this Dynamic Campaign system, specially designed to deliver the excitement of the rapid and ever-changing Battle of France! With exciting additional features such as assisting the evacuation of Dunkirk, in Spitfire squadrons based in England. In many squadrons - British or German - you can continue through BoF seamlessly into BoB - it's one war! New Scenery including new airfields, new grass at airfields, new Dunkirk area with famous harbour with landmarks such as the Mole and the Lighthouse. New Flyable Aircraft such as the Curtiss Hawk 75-A2, BF109E3 and more, New AI Aircraft, such as the Bloch MB152, Morane MS406, Potez 63.11 New ground objects and vehicles. With many other new and improved areas, it’s a must-have for WOTR fans. Please visit the WOTR website for more information or to purchase
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1 pointTo the best of my knowledge, there is NO accurate terrain for SEA. It's a fucking nightmare to even attempt; worse then europe (one of the main reasons VN48 is on indefinate hold) There's eburgers campagn mod: Run around in the download section, "User Made Campaigns" and see what strikes your fancy. and welcome
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1 pointI'm just curious as to WHY we're still beating this dead horse... it's not going to tenderize any more than it is already
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1 pointWhile the Phantoms and Corsairs slept on another lonely inclement day... The Intruder went out to play... All Weather...
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0 pointsJust in case any of you were wondering about ThirdWire and TK, here's a nice, informative article about the man who is the driving force behind SF, WoV, WoE, and FE: Flying under the radar In a crowded gaming market, tiny Austin company makes its mark with niche flight simulator games. By Lilly Rockwell AMERICAN-STATESMAN STAFF Monday, December 25, 2006 Tsuyoshi Kawahito's bookshelf in his small West Lake Hills office tells his story. Books on game design and computer programming sit next to books on aviation history. Military strategy books rest near white binders filled with pilot manuals. And near the bottom sits the telltale yellow of "Small Business for Dummies." Kawahito, 38, runs Third Wire Productions, a one-man game development studio in Austin that makes flight simulator combat games. His latest game, released this month and available online, is called "First Eagles: The Great Air War 1918." Tsuyoshi Kawahito spends months at libraries, in museums and on the Internet researching the planes he uses in his flight simulator games, such as these from his newest creation, 'First Eagles: The Great Air War 1918,' a World War I game. "That is a niche market within a niche market," said Chris Sherman, who used to run the annual Austin Game Conference. "It's very tough." Third Wire typifies the under-the-radar game development businesses that flourish in gaming cities. Kawahito is unusual for surviving this long on his own in an industry that is tough for newcomes to crack. In Austin, there are about 50 computer and video game development companies. It is a shaky industry; game studios frequently shut down because of lack of funding. Given the odds, Third Wire stands out for being able to establish a solid revenue stream. Kawahito's games may sound obscure, but they have a devoted audience. Played by aviation enthusiasts and history buffs, his main clients are 25- to 40-year-old males, older than most computer gamers. He once got an e-mail from a 62-year-old asking to be a beta tester for his game. But he has never had a true hit. His most popular games sold about 100,000 copies worldwide. He's a gamer more than a businessman, and he is shy about promoting himself. He doesn't disclose revenue, but his games sell for about $30. Flight simulation games bring in about $22.3 million each year, according to consumer market researcher NPD Group. Microsoft Corp.'s "Flight Simulator" is by far the most popular, consistently ranking in the top 20 of best-selling computer games. The overall PC games market is a $1 billion market. About $11 billion are spent each year on video and portable games. A following of flight fanatics Kawahito's games are available through online stores and retail outlets such as Gamestop and Best Buy. His latest game is using a new online distribution model, which allows Kawahito to tap into a much larger worldwide market. He is more concerned about making fun games than ones that make him a lot of money. The company recently became profitable after years of being in the red. "If I make a game that is fun to play, then I am happy," Kawahito said. Called TK by his friends, Kawahito has a cadre of devoted fans, including one influential computer gaming guru: Alex Aguila. Aguila is one of the founders of Miami-based Alienware Corp., which manufacturers high-end gaming computers that cost $800 to $6,000. Alienware was recently bought by Round Rock-based Dell Inc. for an undisclosed sum. Aguila helped fund "First Eagles" because he wanted to play a flight simulation game based on World War I. It is designed to emulate the air battles over France. He gushes about Kawahito, saying he has revolutionized the flight simulation market. He said Kawahito builds games that allow players to add on to them. Players can create their own planes, maps and missions. "TK is a genius," Aguila said. "He is one of the most important developers in flight sim history." Other gamers say they appreciate the simplicity of Kawahito's games. "There aren't many bells and whistles and everything," said 47-year-old Rusty Casteele, a truck driver from Virginia, "just really good graphics that cater to the Average Joe." Casteele is a huge fan of Kawahito's games. For years he has tracked every game Kawahito has made, buying each one. "I loved 'Wings Over Vietnam.' I grew up in that era," Casteele said. "So when I put in that game, I can fly the F-4 Phantom that I watched on TV growing up. I can fly the F-15 Eagle that I watched on the news shows when Desert Storm was going on. I can fly those missions you saw on TV or heard about." Interests to industry guru Kawahito was born in Japan and moved to Los Angeles when he was 12. For a long time, he wanted to become a pilot, but his bad vision got in the way of that. "I knew I liked things that moved," Kawahito said. "Trains, cars, spaceships." In college, he planned on being an aircraft designer, so he majored in aerospace engineering and got his master's degree in the same subject from the University of Texas in 1996. Like many college students, he wanted to stay in Austin. His first job out of college was at Origin Systems, a groundbreaking Austin gaming company. "I sent them my résumé and told them I thought I would be good at this," Kawahito said. "I know games; I played them all throughout college. And I know aircraft." At the time, Austin-based Origin was working on several different flight simulator games. After working there a year, he moved to another studio in Baltimore to work on a different flight simulation game. That was when the genre started losing its popularity and many game publishers pulled their projects. "Everyone was getting out of the business, but I saw an opportunity," Kawahito said. "It was a niche market I thought I could capture and cater to." He moved back to Austin and started his own business in 1999. High productivity, low budget It wasn't easy at first. He dug into his savings to start Third Wire, funding his own game, "Strike Fighters," which took him three years to release. After two years, Kawahito's savings dwindled, and he subsisted on ramen noodles and McDonald's 99-cent hamburgers and by skipping oil changes for his 1998 Toyota Celica. "I think that is why my car broke down," Kawahito said. "I didn't have enough money for an oil change, and then it stopped working. I started riding the bus." But that phase didn't last long after his first games found a following. Publishers started funding his next projects, and Kawahito got a cut of the sales of each game. He's not rolling in dough, however. He rents an apartment in town. He replaced his Toyota Celica with a Toyota 4Runner. His office is bare-bones, with three small rooms and a reception area with no receptionist, only a twinkling Christmas tree to greet visitors. This month, his office is empty as he plans his next project. He let all of his temporary workers go because he didn't need them anymore. Kawahito is able to survive by churning out games faster than most developers do. He puts out a new game about every six months. "What he was able to do with such little funding is unbelievable," Aguila said. "Most developers would charge millions of dollars. He did it on a very small budget." Kawahito said his secret is creating a main engine that he uses to program his games. That way, he doesn't have to re-create an engine every time. He does months of research in libraries, museums and online, digging for history books and photos of old aircraft, and tries to re-create them as accurately as possible. Thanks to his degrees in aerospace engineering, he understands how to build an aircraft. He occasionally asks for outside help from pilots but gets most of his data for his games from his research. When he's ready to start creating a game, Kawahito hires a temporary team of three game developers. Six months later, they have a game. He doesn't think much about his business beyond his next project. But he has dreams of expanding beyond flight simulation games, maybe developing a war strategy game. Or perhaps even space combat. "Or if I continue to just do this, that would be great," he said. Source: http://www.statesman.com/business/content/...5thirdwire.html
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-1 pointsWho here has a smartphone? Or a tablet device? Or more and more frequently, one of both? Chances are, especially as a member of this forum, where most discussion is about games based on a computer, you have at least one of what are commonly called "Mobile" devices. More importantly, how many of you use these devices for something other than work? The majority of you do unless the device is company owned (even then that may not stop some of you). Mobile smart devices have become an increasingly integral part of our daily lives. And the numbers suggest they are becoming as important or more so than your computer. In fact, in 2011, half of the computing devices sold were mobile. Even more interesting is the amount of revenue mobile gaming (defined as gaming on a non-dedicated mobile device like a smartphone or tablet) earns, over 8 billion dollars in 2011. 2011 also saw mobile gaming earn more revenue than Sony and Nintendo (PSP and DS) combined. Does this mean PC gaming is dead, of course not. But it does mean that mobile gaming represents a significant market to be tapped into. And some traditional PC flying simulation developers have decided to expand their Intellectual Properties (IPs) into this new market. There is precedent for this move. Major gaming IPs such as Call of Duty: Modern Warfare, or HAWX, already have a presence in PC, Console, Handheld, and Mobile space. Games that were once limited to PC/consoles can now look and play very well on mobile devices. Initially, they were dedicated gaming devices such as the Playstation Portable, but now smartphones can rock out with games like GTA III or Max Payne, not to mention other IPs. Traditional PC flight simulations have tended to stay within their market (ie there is no Microsoft Flight Simulator console version or a DCS for the Nintendo DS). Usually due to the restrictions mobile devices put onto simulations, they haven't been very practical (lack of screen, keyboard inputs, computing power, etc). This has started to change, due to the increasing power mobile devices have. Which brings us to today. ThirdWire (TW), makers of the Strike Fighters (SF) series of combat flight simulations, has come out with its first mobile gaming application (or app) called...you guessed it, Strike Fighters Android (or SFA). Overview Right out of the gate, you are not going to get a desktop simulation experience on a mobile device...period. Those expecting such are in for a major disappointment no matter what you play. But, once you get over that restriction, your experience can be surprisingly enjoyable if the app works well. How did TW do on its freshman app? Read on! As a mobile app, the requirements are pretty short...in this case, this is only compatible with Android OS Version 2.3.3 (Gingerbread) or newer. The assumption of course is that any device running 2.3.3 or higher has the power to run SFA relatively well. It also requires 42MB of storage, which can be high compared to a lot of apps, but low compared to games like HAWX. The main reason for the size of the program is that all the content is in the program...there is nothing else to download, merely unlocked. The price is perfect for everyone...free! SFA is based on the Freeimum business model. Basically, you get the game for free, with a basic aircraft (the F-100A). You earn additional aircraft by either playing the game and advancing, or buying individual aircraft at $0.99 each. The game is ad supported, but purchase just one aircraft and all the ads are removed. More on the 'earning' process later. After the splash screen, this is what greets you: This is the main screen which most other navigation originates from. From top to bottom and left to right: 1. Yellow box - Level number 2. Green bar - Current points / Points until next level 3. Yellow key - Number of 'keys' available to unlock aircraft 4. Upper center box - Press to 'recalibrate' accelerometer 5. Gear - Settings screen 6. Campaign box - Campaign and current year progress (year disappears once campaign is complete) 7. Arrow keys - Used to cycle through available aircraft 8. Lower left circle - View specifications of current aircraft 9. Lower right circle - Plane symbol = Go fly Dollar Symbol = Purchase aircraft Key symbol = Unlock aircraft Lock symbol = Aircraft locked, no purchase or unlock key available (usually this is due to lack of internet connection). Settings screen: Most settings here are self explanatory, with the globe symbol being a link to the ThirdWire website. Specifications screen: Again, pretty self explanatory. Before we go fly, lets expand on how you get new aircraft and progress in the campaign. In the early game, keys are earned through level upgrades via points (100 points per downed aircraft) and by shooting down 5 bandits in a particular aircraft (does not have to be in the same game session). Every 5 shootdowns results in you advancing in the 'campaign' by one year. Note that as you continue to accumulate points, every level upgrade requires more points to get to the next level. Once you complete the campaign, the only two ways you can get additional aircraft is either purchasing them or earning points...the 5 shootdown accomplishment doesn't earn anything after ending the campaign. Also, even if you have keys available to unlock aircraft, the game will not let you unlock aircraft newer than the current campaign year. The only way to 'skip ahead' is to purchase aircraft. And those purchased aircraft do not unlock any other aircraft early (if you're in 1968 and you buy a F-16, you still can't unlock any other newer aircraft with keys). As you continue to advance in points, bandits' skills increase and they become more numerous. Their equipment gets better too. You can go back to play earlier aircraft (they are locked into a specific year) and you will encounter bandits appropriate to that year. Their skills and number do remain at the higher levels. Available player aircraft get better as you advance in years, with more and better missiles, increased performance, RWR and decoys (expendables). One thing that is not so obvious is time to play also increases...you can start out at 1:30 minutes per session and be up to 4:00 minutes by the end...time is dependant on particular version of aircraft, not just general year and basic model. Here's what it can look like once you'd played a few dozen times: ZOMG! F-16 in USAF colors! Enough about getting all the planes...how does it play? The fastest way to describe it is if you have played any of SF series in Instant Action with most of the 'helpers' on, and in 'Chase View', you'll feel right at home. Your typical screen: The consequences of 'spray and pray'... Look familiar? As folks who play the SF series of PC games know, TW tends to recycle a lot of stuff. SFA is no different, from the aircraft models and textures, to the terrain, effects, and even voices for 'Red Crown' and your (non-existent) wingman. The terrain and weather both randomize...it looks like the IsraelME terrain, sometimes with different, green textures from VietnamSEA. Bandits are shown with red boxes around them, with red triangles around enemy missiles. You'll see small red circles leading when enemies are close...basically they are 'aim dots' if you have a gun. When enemies are off screen, red arrowheads replace the red square, and a solid red triangle replaces the red triangle outline (when RWR is available) for missiles. The red arrowheads 'flash' when you are being shot at by an off screen bandit. The radar is omnidirectional, showing bandits in green, and if you have RWR, your missiles will show in yellow and enemy missiles will show in red. One thing to note is the scale is not uniform...the closer ring has a higher resolution. In other words, the inner ring is about 2 units, but the middle ring is about 5 and the outer is about 10. ZOMG! Teh Sexplane! Time to play is in the upper left, along with the pause button. Incidently, when paused, this is the only time you can change views and focused aircraft using the accelerometer and arrow keys on either side of the screen. When you are unpaused, it will revert right back to Chase View on your aircraft. No other views are available. I'm the guy in front... Upper middle is the recalibration button. Throttle controls, airspeed readout, gun and missile sights, altitude readout (including radar altitude when low) and weapons status/firing buttons are in the middle row of the screen...left to right to lower right corner. The throttle is sort of a blip type device....the aircraft defaults to near corner speed, and the throttle arrows are used to speed up (using AB if available) or slow down (using speed brake if available). However, once you release either, the aircraft will attempt to fly back toward corner speed on its own. The weapon status indicators are the firing buttons...just press them to fire. The lower left indicator is your RWR/decoy status indicator/deployment button (if you have decoys). Deployment works the same way as weapons. The accelerometer in your device is for roll and pitch control...there is no on screen joystick control available. Aircraft tend to be accurate appearing, flight controls moving correctly, and effects like smoke trails, afterburner, and gun smoke looking just like the PC version. Plus, missiles appear to be mounted properly, and will disappear as they are used, on friendly and enemy aircraft. Sounds as already noted come directly from the PC version, including radio calls. Gameplay Enemy aircraft are like balloons, usually destroyed (with no debris other than an explosion sprite) with a single missile or gun hit. Your aircraft can usually take a few gun hits or 2 missile hits before being destroyed. There is no degradation of capability or visual damage when getting hit other than a 'pop up' red bar showing total damage. No takeoffs or landings are included...you always start right in the action. The flight model is obviously more toward arcade as in stalls are not modeled (you merely mush down when you get slow with very little nose track). Aircraft appear to have built in G limits in that you can't over-G in either direction, which means your turn radius gets large and your nose track slows down as you get too fast. Notably, induced drag appears to be modeled...so techniques like unloading while accelerating appear to help verses just pitch and power modeling. Aircraft definitely have different FMs for each one...the MiG-17 is a hoot as a gunfighter. Collision between aircraft do not seem to be modeled, but ground impact is...both you and bandits are vulnerable to cumulus granite. Bandits start out as slow turning 'ducks' but get increasingly higher aspect and more aggressive as you advance...tending to come at you waves of 2 to 4 aircraft, up to a maximum of about 10 bandits on screen at a time. They seem to employ missiles properly. Missiles are limited to reflect real world loadouts. Guns are unlimited, with a twist - when you run out, you get auto reloaded...but it can take up to 15 seconds. That doesn't sound like a lot of time...but when you total gameplay time at most is only 4 minutes...it can be an eternity! Especially since you run out just as you get into optimal firing position (see first gameplay screenshot for an example of how NOT to use your ammo). Decoys are also limited...use wisely. They appear to be 100 percent effective when used. Missiles can also be defeated by maneuver...usually attempting to force a missile overshoot is the best way. Sadly, you won't be that effective against later missiles. Missile tactics are probably the most interesting part of the game. Infrared (IR) missiles have a round circle that shows up in your HUD...semi active radar homing (SARH) missiles use a diamond cursor. The cursors are auto targeting and will tend to home in on the closet in parameter target in front of you. To simulate the early IR missiles that were not all aspect, they won't try to track a target if the aspect angle isn't met. Both types of missiles have max and min ranges...outside those parameters, the seekers won't track either. Finally, SARH missiles work like the real thing...if you turn away from your target, the missile will break lock, unlike IR missiles which are fire and forget. BlueJay 4, do you have the target...? After all that, there are still more considerations. Once a missile cursor is tracking a bandit, a percentage counter starts winding up, giving you a probability of a hit if the missile was fired at that instant. Once it reaches 99 percent, it and the cursor start flashing. For IR missiles, 99 percent also means the lock 'tone' increases in volume. Most of your shots are guaranteed at this point. The problem is that early missiles have relatively slow cursors that are easy to pull off the target, resulting in the counter resetting. The counter itself is slow in the early missiles. It forces you to be smooth while tracking a bandit...assuming he's agreeable and assuming his friends don't take advantage of the 'rope a dope'. The game also penalizes the launch if you are pulling too hard or if the full up lock is transitory (say if the bandit breaks hard into you just after you fire). Considering some of the aircraft have no guns and not a whole lot of missiles (CF-104), it means every shot needs to count. Later aircraft have all aspect missiles, faster moving cursors and faster countdowns. But all your opponents have the same improvements...and they outnumber you. I have not been able to tell if bandits have expendables. RWR indications are as noted before but aircraft without RWR will still get a 'Missile Launch!' call and will get the red triangle outline on the missile if it is visible. Aircraft RWR will get the familiar 'lock on' and 'missile launch' tones from the PC version. Later aircraft have ECM listed, but I have not seen if that makes a difference in gameplay. Once you are done with your flight, this is the debrief screen. Guess which aircraft I was in... Again, very familiar looking. This is also where you will get notified if you have earned new aircraft/progressed in the campaign, etc. The game uses the Unity 3d engine, and my experience was very stable, no glitches, crashes or force close occurred with all the playing I did. It was smooth, only bogging down sometimes when the number of enemies exceeded 12. This has been fixed in a recent update. Conclusion Is this game worth getting? Value wise, considering it is free, it is hard to say it isn't worth at least trying. Buying aircraft is a different question. All aircraft can eventually be earned, so you don't have to spend a dime...just a lot of time doing the same kind of mission over and over. Is this a reasonable simulation? The answer is no...it is more an arcade game, though the missile employment shows some good simulation like aspects. Two excellent examples of flight simulation for mobile are F-Sim Space Shuttle (a shuttle approach and landing sim) and X-Plane. Both are much closer to actual simulators...and X-Plane has multiplayer! But no combat. Is this a good air combat game? The answer is yes, but with caveats. In some ways, it can be considered more like an 'air Quake' because it's basically you against everyone else, and the type of mission remains the same, with no takeoffs, landings, air to ground missions or cockpit view. But, the variety of aircraft is second to none, with many aircraft you can't find anywhere else on any platform except the PC versions of SF. ZOMG! Commie planes! A great example of the features I would like to see in a future mobile version of SFA is Air Navy Fighters for mobile. It has cockpit views, multi cameras, realistic takeoffs and landings, and a terrain/mission creator. The amount of flyables is small (F-18, F-14, and C-2), there are no air to air missions, and the air to ground weapons seem a bit too magic. In conclusion, for a freshmen attempt to get into the mobile space, SFA is solid offering. Blending arcade action with variety of aircraft that no one else offers, reasonable price to unlock aircraft, and a gaming mechanic that makes you want to earn 'just one more unlock!', you will find SFA a way to have some SF goodness anywhere you have your Android phone. Now if can just get enough points to unlock that guns only Mystere... Reviewed on a HP Touchpad running Android 4.0.3 (Ice Cream Sandwich).
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