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33LIMA

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  1. I find out how to avoid the Battle of Britain, during the Battle of Britain! I remember reading somewhere that you don’t remember pain. That’s maybe why I go back to playing Cliffs of Dover Blitz Edition, every so often. This mission report is from my most recent such foray…or should that be, ‘relapse’? Why do I find playing CloD painful? In short, because I’m single-player only. The longer version is that while the planes and sounds are very good indeed, the SP missions and campaigns mostly aren’t; the AI definitely isn’t; the radio traffic is overwhelmed with pointless drivel; the scale of operations is small; the command and comms menu is mostly broken; and other features like anti-aliasing and labels are badly implemented. What hurts most is how good CloD would have been, had less been broken or badly executed. If it’s like this now, after several Team Fusion upgrades, it must have been rather dire upon release. I can well understand why CloD may be dear to the hearts of the multi-player crowd. But that’s no consolation to lil’ old single-player me. Anyhow, be all that as it may… This sortie is from the RAF Redux campaign. The latter replaces the stock RAF campaign’s creative but unconvincing briefings with new backstory and briefings based on the Battle of Britain career of a real US pilot, CW ‘Red’ McColpin. The missions seem to be tweaked versions of the stock campaign’s – for example the first mission in both is an exciting take off while your airfield is being raided by a bunch of Dorniers, coming in low. The missions are scripted, not dynamic in any sense I can see, and I think play out the same each time. It’s 17th August and I’m maybe a third of the way through the campaign. This is the point the player is transferred from 607 Squadron flying Hurricanes and Tangmere - or should that be nearby Westhampnett? - to a Spitfire outfit, 602, based a lot further east, at Manston. The Redux briefing gives me a much more friendly send-off, with a feel for authentic period/RAF dialogue that’s entirely missing in the original. My old CO is flying as my number 2 on this transit flight, as he wants to speak to my new boss. In person. Bit weird, that, especially at the height of a major air battle. Like the stock mission, the briefing insists I take a longer, indirect route along the coast. This also is a bit weird, but from past plays, it seems certain triggers won’t work, if you pick a sensible cross-country route. Climbing to 20,000 feet as the briefing instructs seems designed to waste even more valuable petrol. Anyway off I go, the mission starting as usual lined up for take-off, engine running, but reflector sight needing turned on. My Hurricane has the correct codes for 607 Squadron - AF - not the ‘FC for Fat Cats’ of the stock version. Sadly, my last campaign flight in this type of aircraft uses one of the kites whose rigger has been busy with a sanding block, trying to remove the paint from all metal surfaces, sticking at it just long enough to make a mess. I think I'm Luton 1, and the boss, soon to be my ex-boss, is Luton 2, telling me he's ready to go. The radio voice procedure here seems quite authentic - it's when people start spouting guff like 'I've got your six!' - usually six or so at a time - that CloD's R/T chatter goes down the (toilet) pan. Despite being billed as Tangmere by CloD, the lack of paved runways and its location suggest this is the satellite airfield at Westhampnett. Except that this CloD version has proper hangars, which my main source ('Airfields of the Battle of Britain' by Philip Birtles) says were just 'blister' hangars in 1940, with tents being replaced by Nissen (corrugated iron) Huts for accommodation as the Battle progressed. Taking off to the south, I throttle back and orbit, for the boss is in no hurry to join me. In the pic below you can see the mission messages displayed in Redux campaign missions. How is it that we have a loss already, you may ask? Well, instead of the boss joining me, three Hurricanes approach from the coast and get in the way. The Redux mission messages display things like 'British down’, apparently triggered when the incoming Hurricanes crash one after another, for no apparent reason. The first prang presumably accounts for the read-out seen in the pic above. Later – though not seen on this play through – you may see several Wellington bombers floating past. Some or all of these too come a cropper. Again, not through enemy action I think, though it’s hard to tell. I have aircraft icons turned off in the 2d map, and it seems to ignore any effort I make to turn them back on, or display routes or anything else that you can supposedly toggle on or off. And you cannot readily turn aircraft labels on or off in the 3d world. My experience is that CloD’s general level of user-friendliness is at or around ‘cornered rat’. The next message, top centre of the pic below, seems to be the boss telling me he's had enough of this already. I'm not surprised, with kamikaze Hurricanes all around. Of maybe the Station Commander has stepped in and cancelled his 'jolly' to Manston; if so, very sensibly in my opinion. Squadron leaders should have better things to do in wartime. I get tired waiting for the boss and climb parallel to the coast but slightly inland, levelling off at about 5-6,000 feet. The more I look at this next pic, the more convinced I am that the airfield I've just left behind is Westhampnett (now Goodwood airfield and motor racing circuit) not Tangmere, the location in relation to the town which looks like Chichester being another clue. Or perhaps it IS Tangmere, minus paved runways, and Westhampnett is the grassy area visible above the roundel on my raised wing. Still climbing, I fly over what may or may not be the real Tangmere. Birtles' book says its paved runways were completed in 1939, although the location and number of hangars visible below doesn't match the book's description. After a while I see a pixelated aircraft ahead, slightly right and a bit higher. He’s flying level and away from me on a similar course. Catching up, I see it’s a Hurricane – the boss, it must be, although he’s supposed to be flying as my number 2. Besides which, didn't he tell me not ten minutes ago that he was going home? Seemingly, turning on autopilot is one way to keep things relatively sane in CloD, although while active it turns your flight sim into a movie. Before I can get close, the boss announces on the R/T that he’s spotted enemy fighters and whizzes off to the left, across my nose. Following him, I see nothing. Then looking the other way, I see two indistinct aircraft manoeuvring to my right, slightly higher and moving fast. These must be the 109s. I turn after the second one. In CloD, unlike BoB2, you have to turn on ‘complex engine management’ to get the negative-G cut-out with the British Merlins and although my Hurricane has a constant speed prop which needs less manual intervention, I’m sure I’m not making the best use of the available settings. The 109 seems to be able to run rings around me, even allowing for him being faster to begin with. The dogfight which follows sees me chasing and losing one aircraft after another, including a Hurricane at one point. It’s moderately exciting, especially when twice, a 109 on which I’m trying to get what these days would be called a firing solution turns into me and we go head on. Both times we seem sure to collide; both times I scrape by, the second time taking some hits, cannon shells to a wingtip as I later discover. In return, I manage to get hits on a 109, who trails light smoke but refuses to slow down. No matter if I cut across his corners, or his dips and climbs. And CloD’s Messerschmitts jink a lot, when chased; the rate at which they can reverse a roll seems rather high, and they don’t seem to lose much speed. Oh and don't ask why somebody is on the squadron radio net giving headings and heights, in the middle of a dogfight - I have no idea. I can’t close the range to the smoking, speeding 109, whatever he does. I try a few rather optimistic, longish-range deflection shots in an effort to slow him down, but lose him somewhere below when he turns underneath me and away. Still smoking. Still speeding. Suddenly, I get a shock. A dense stream of tracer flies over the top of my canopy. The next pic is from a different mission - when I was flying the Messerschmitt - but I've included it since it illustrates neatly what happened to me. I break hard, of course. Coming out of the turn, I can see the fight has been joined by two twin-engined Messerschmitt 110s. I turn in after the nearest one and off he goes, round and round, up and down, like a circular roller-coaster, except for the jinks. As he’s bigger and slower than a 109, I manage to stay with him, keeping an eye open for the other Messerschmitts, whom I don’t see again. I get some hits but it’s no surprise when I run out of ammo. By this time, we are a few miles inland, with low rolling hills below. I break off and dive to ground level, heading east towards Manston, dipping into valleys and over tree-covered hills, changing course every few seconds until I’m fairly sure I’m in the clear. I didn't get any pics of the 110s, but I'm sure you'll take my word for it. The next two pics are me after breaking off, legging it at low level for my new home at Manston. The 110 doesn’t come after me; I fact I don’t see him again, either. Every so often I see R/T messages displayed (which you can barely hear, even at the highest volume setting); these seem to be my boss calling out courses and heights, although he’s supposed to be flying on my wing. One of the Redux mission messages tells me I have been credited with a victory. It looks like that damaged 109 didn’t make it, although he was whizzing all over the place quite merrily, the last time I saw him. Feeling more confident, I climb to a few thousand feet and adjust my course the better to reach Manston. It’s about this time I notice the holes in my port wingtip. Everything seems to be working normally and I throttle back to cruising speed or thereabouts. From higher up I can see further and orient myself a bit better. Which is just as well as I can’t seem to turn on icons or courses on the mini-map, even before the mission. Manston is practically on the east coast, on a headland at the southern end of the Thames Estuary. So it’s a long and rather dull cross-country flight from here on in. I relieve the boredom using time acceleration, until I reach Canterbury, at which point I drop back into sight-seeing mode - note the town's cathedral. One sight I don’t see is the boss. Losing height, I come in south of Manston’s grass east-west landing strip and see an aircraft slipping in from the opposite direction, off to my nose to the left. Looks like the boss, joining the circuit. I request permission to land – one of the few comms menu options which actually works – and am denied. I decide to mis-hear this – the circuit is not exactly busy. At about this point, I get a sim text warning that I have a hydraulic failure. This seems a bit steep, as I have no visible damage other than in my left wingtip. I make a curved approach to land from east to west but it's now no surprise that I can’t lower either flaps or undercarriage. I think that there is a key to drop the gear manually, like in BoB2, but I can’t recall (a) what it is and (b) whether I set it in the options menu – you have to set just about everything here, for anything to work. More of that cornered rat user-friendliness. Consequently, my arrival at my new base is a bit undignified. Just to rub it in, the boss comes in from the opposite direction and makes a perfect landing, as I sit there, surveying the damage. Happily I have slid off to one side of the grass landing strip and he passes me by without adding to the wreckage. Just before he had done so, I had noticed the Ack Ack gun near the end of the runway, firing. That reminded me that I had, shortly before, heard a report of Dorniers. Scanning the skies now from my cockpit, I can see neither aircraft nor Ack Ack bursts, and the shooting from that gun up ahead seems to have stopped. False alarm? Meantime, a game message has told me that I have completed the mission – the sole objective was to reach Manston – so I let it go at that. The statistical debriefing - which seems to cover all casualties during the mission - records several Hurricanes and Wellingtons lost, few if any due to enemy action, as far as I could make out. It also confirms my Messerschmitt was shot down. So it wasn’t all bad. But it felt a bit incoherent and aimless on the one hand, and scripted - positively on rails - on the other, with those 109s and 110s serving no other purpose than to entertain me en route. Provided I too stayed on the appointed rails. In real life, at this point in the Battle, the Luftwaffe was using every opportunity to hammer RAF airbases, not sending pairs of fighters over the Channel at low-ish level. Any fighters who were on their way home would not have been flying in pairs if they could possibly have avoided it, and would not likely have stayed to mix it with an RAF fighter they weren't able to hit-and-run. The RAF Redux campaign conveys some sense of the real battle via debrief text panels which quote Churchill and/or sum up the day’s operations, though for all I have seen so far, I might as well be reading the newspapers from somewhere well away from the action. There’s a few mission sets available over at the ATAG forums which may do better in creating a better sense of scale; perhaps some RAF Redux missions do so too, we shall see. But not just yet. I knew before I bought it that CloD wasn’t rated highly as a sim for Single Player. Now I know why. As a collection of nice WW2 planes with a limited air combat experience and a suitable map thrown in, it was perhaps worth the bargain bin price I paid for it - despite the painful reminder of what it could have been, every time I dip back in. As another player observed, Team Fusion’s plans – adding a Mediterranean theatre and aircraft – seem primarily designed – reasonably enough - to enhance the likely already-very-good Multi-Player experience. It remains to be seen, though, if CloD’s SP will ever get much better. For my own part, I’m ready for some pain relief – it’s back to my RAF ‘commander’ campaign in Battle of Britain II - Wings of Victory - the pic below showing my most recent mission, which was also in a 607 Squadron Hurricane, but against a proper raid - and that's just the bombers which you can see...
  2. Walfisch!

    First mission in a new two-seater career in Wings over Flanders Fields 'Truly, this machine is a whale' ('walfisch' in German), one of the acceptance commission officials is reported to have said of LFG Roland's C.II two-seater, when it first flew about October 1915. Not the kindest of epithets, but it stuck - indeed, one famous flier of the type, Eduard von Schleich, made his Roland look even more whale-like by painting a mouth and eyes onto the nose of his machine, as people familiar with the old Airfix 1/72 kit will recall. Portly though it looked, the Roland was in its time an advanced machine, fast and well-armed, with superb view and fields of fire upwards, for a biplane. Less happily, the thin wings were reported to warp under front-line conditions, reducing climb rates, and the poor downward view and high approach speed made for rather a lot of landing crack-ups. Nevertheless, about the middle of 1916, RFC ace Albert Ball described the Roland as 'the best German machine now' and they type soldiered on over the Western Front till about mid-1917. This isn't my first WoFF mission report in this type - that can be found here. However, it's been a while since I have flown the Roland. I decided it was time to break out of my traditional 1917 campaigns with one the year before, flying and fighting against an earlier generation of combat aircraft. For the German side of that experience, I was initially tempted to fly the neat Halberstadt D.II.. But instead for additional novelty, I thought I'd go for a two-seater, with the Roland being an obvious choice - like the RFC's Sopwith Strutter, it was no mere target, but more of an all-round combat aircraft, with a decent air-to-air capability. To digress slightly, I'm still flying the original version of WoFF - my PC, though able to produce acceptable FPS (most of the time) with high graphics settings, has been left behind as the minimum specs have crept up. However, though I think it has introduced some stutter on my old rig at low level in graphically 'busy' situations, I am using the latest version of Ankor's DX9 mod, which to aircraft and ground shadows, has now added two really outstanding new features to Wings over Flanders Fields - subtle 'head bobbing' during manoeuvres, and mouse look. Marvellous stuff! For my Roland campaign, I wanted a unit equipped with this type in the summer of 1916, based in the British sector - until the arrival of WoFF Ultimate Edition, the sim has somewhat limited coverage of French orders of battle, now pretty well remedied with the addition of the Caudron G.IV and Breguet 14. So I ended up with Feldflieger Abteilung 3, based at Menen in Flanders, starting in August 1916. Here's the squadron roster, which shows me at the head of the second flight as usual in WoFF, in this case Kette Zwei; also as usual, I've enabled the 'Always lead' option to ensure that I fly at the head of my flight, every time, with no need for tedious formation flying. The unit still has some old Aviatik C.IIs. It was quite common for German two-seater units to operate a mix of aircraft types, helped no doubt by the fact that many had similar makes of engines, which probably shared many parts. Our first mission was artillery observation, directing the fire of a battery. I believe Rise of Flight is the only WW1 sim which provides a game mechanism to simulate this activity; in the others as in WoFF, it's a case of flying to the objective, where you can orbit back and forth between the likely positions of target and battery, simulating your task (which was commonly flown in a back-and-forth figure of eight pattern). 'Art obs' planes generally operated alone, on the British side having escort only in the form of timed patrols; but the Germans often seem to have provided direct escorts. In fact, the 'CL' or light C-type two seater, though much employed later for ground attack, was intended to have just such an escort role. And the Roland C.II is arguably the immediate progenitor of the CL types that followed, like the Hannover CL.II and III and Halberstadt CL.III and IV. For this job, four of us are detailed: three Rolands and an old Aviatik. I have accepted the unit's stock colour scheme for my kite, though with the now-free historical skin pack, I could have chosen something different, but all I did was reduce the flight's fuel load to 80%, more than enough for this operation. Here I am hareing across the grass at Menen. The weather is good, Kette Eins is said to be flying in support, plus we have two Fokker eindekkers coming down from the north as additional cover. All in all, it's quite a big effort for an art obs mission, so perhaps the target is especially important. Early on, I realise the Aviatik is going to struggle to keep up with our fast Rolands. I should perhaps play it as if he is the one with the morse transmitter plotting the fall of shot, and maintain formation with him so as to act as a close escort. But I decide instead to press on and sweep the skies clear, ahead of him. Although WoFF doesn't have a functional 'warp to next event/waypoint' feature and has limited time acceleration, I generally prefer flying in real time. Even if the flight to the front is longer than this trip, the visuals are sufficiently impressive to make it a valued part of the experience, for me. The excellent cloudscapes are a major part of this, especially with Arisfuser's cloud mod.Love it! For much of the trip down to the south-west towards the lines, I see neither Kette Eins nor the eindekker escort. But finally, nearing the front, I look up and behind, and there, hanging in the skies above, is a Fokker monoplane. The second one is lower down, but also catching us up...or trying to, not very successfully. Soon, seen through the broken cloud, the green and yellow fields below us are giving way to the muddy earth brown of the shelled area. It won't be long now, till we are in the target zone. At this point, we see the black smudges of German AA fire below and ahead. As I watch, I can see that the bursts are tracking towards us. Looking for their targets, I can just about make out two small specks close together, below and ahead of the flak bursts. They're on a roughly reciprocal course, but are not climbing as if to intercept us. I watch the two enemy aircraft warily as they pass below and slightly right. I can see as they pass that they are 'pusher' types, probably F.E.2s, 'Vickers two seaters' as they Germans commonly knew them. If they'd been DH 2 fighters, they would likely be attacking us. I could ignore them, and possibly should. I hesitate, remembering that we have artillery fire to direct. But I decide that can wait, and pull around and down, after the two Englishmen, before they get too far away. Leaving the rest of my own flight lagging, I'm soon attacking their leader from his blind spot. Obligingly, my trusty observer starts shooting at the second F.E. to our left, even as I'm knocking bits off the first one. My target turns right out of formation. I close the range, firing as I come and getting more hits. At this point, the F.E.'s speed drops off, and a wisp of dark smoke begins to unravel in his wake. I weave but end up overshooting, giving his observer the chance to put some rounds into my machine, in return. I try a rolling scissors but he's going so slowly I just can't keep behind him, working hard as I have to, to control my Walfisch's tail-heavy tendency to push the angle of attack well up. The F.E's bobbing up and down now, like he's strugling to stay under control, but I know only too well that he's still dangerous. So I do what I should have done earlier and make a clean break, swerving away and then coming around in a wide arc to make a fresh attack. This at last has the desired effect. After some more short bursts from my forward-firing MG, the F.E. goes down with a stopped propeller. I look around for the others, but see nothing of them. I recall noticing two of them flying close together straight and level, so perhaps they had decided to leave me to it, and go on with the mission (the WoFF AI will reportedly do this, if they conclude their leader is giving up or no longer able to fly the mission). My plans for my next move are interrupted, however, when the noise and revs of my motor drop back. The power dies too and I'm left to turn east and search for somewhere to force land. Evidently, the hits the F.E. did managed to land on my Roland are responsible for this unfortunate turn of events. Happily, I'm well on our side of No Man's Land and almost clear of the ground torn up by shellfire. And there's an airfield nearby, but while I edge around in its direction, I haven't enough height to make it there. Instead, I manage a creditable forced landing in a big field that's fortunately bereft of the lethal fences which can bring many such a move to grief, in WoFF. Well, my diversion meant that I failed to get to my artillery spotting location, which is not good; but my flight may have been able to carry on. In return, I've knocked down an Englishman, at the cost of a damaged motor. Not too bad a day's work, for my first day at the front! Below, is my pilot logbook after this sortie, opened to show that I have made my victory claim, as yet unconfirmed... A couple of pages further on, I can re-read the combat report which I typed up afterwards, against the entry for the claim. So far, so reasonably good. Very early days yet, but I'm rather hoping that this will be the start of a long and successful career!
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