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Feature: Total Air War: A Brief Retrospective Back To Page 1 
TAW models what started out to many
as a disappointing theater, but since that time I have come
to know and love East Africa. The TAW Theater stretches over
the Horn of Africa, from Egypt down to Somalia. The Sudan,
Ethiopia, and Eritrea, Djibouti, and across the Red Sea to
Saudi Arabia and Yemen are your playground. The dev team modeled
things like the pyramids at Luxor, Egypt and the Sphinx, as
well as the Aswan High Dam. Flight distances are fairly close
to realistic, and the major airfields and cities are where
you expect them to be. The graphics are 3d accelerated and
take advantage of DirectX 6 features. These are not perfect,
though, so don't expect it to look like Lock On: Modern
Air Combat. For one thing, anisotropic filtering and antialiasing
can cause graphic artifacts. FSAA in particular causes the
3d models and the scenery tiles to fragment, and I highly
advise that you do not try to use them. Even with things set
to normal, though, you will be able to see joins in the scenery
tiles. Also, 3d clouds and weather effects are largely nonexistent,
though TAW did sport what was, in 1998, an industry first
in its representation of volumetric clouds. There will be
a layer of haze, like Falcon 4.0 used to have, at medium
altitude. When you fly through the layer you suddenly find
the white stuff all around you! It can be disconcerting. Night
lighting is pretty, though, and pilot night vision goggles
are well implemented. One thing I have noticed is that the
artists have somehow managed to make their renderings of the
terrain, in combination with the very broken and rocky terrain
features, look almost 3d in spots! I've never seen this in
any other sim, and the effect is neat, particularly at altitude.
You can fly by the silvery light of a full moon, and it gives
me the *feel* of moonlit nights. Water textures are pretty
bad, in these days of transparent 3d water, but you can suspend
disbelief for the overland flying. There are enough 3d structures
to blow up and to hide behind in low level flight, and they
work with the bitmapped textures to give the illusion of built-up
areas at all but extreme low altitude. Of course, no trees
are present, and if TAW were a current sim many would find
this a problem. But the texturing does a lot to allow one
to suspend disbelief and fly.
The world is alive with other aircraft
flying missions. You can hear all sorts of radio chatter.
The only problem is that only about four voices were used
in the game, and it can thus get a little confusing to hear
sixteen aircraft chattering back and forth and all of them
are the same vaguely Middle Eastern guy! But as with the terrain,
once you're into flying the missions, these problems disappear
as you're consumed with trying to fly and live to tell the
tale. Various aircraft can be easily recognized, even though
they lack detail by current standards. All of them have their
distinctive national insignia depending on which air force
they belong to. An interesting thing is that all aircraft,
even the AI aircraft, all have visible external weaponry.
That was not something seen often in 1998, and it was one
thing I greatly enjoyed and still do. Lens flare, a DID first,
is present and the SmartViews camera system lets you ease
the boredom of a long cruise to your initial waypoint by watching
other nearby combats in action while your aircraft buzzes
along on one of the most detailed autopilots in sim-dom. One
word of warning, however: TAW's SmartViews system does not
like later NVIDIA drivers and will crash if you try to use
it. I got an ATI x800 video card specifically because of this
problem, so NVIDIA, take note! There are plenty of things
on the ground to shoot at as well, though like the aircraft,
they're lacking in detail. One thing that bugs me is the lack
of parachutes on BSU-49 bombs I and several others
pointed that one out in 1998 to DID's QA folks to no avail.
Also, the SAM vehicles all have built-in radars, and that
is annoying when we all know that the SA6 is blind without
its Straight Flush tracking vehicle. A lot of weapons are
provided you, including the innovative, and speculative, ramjet-long
range version of the AIM-120 and an early take on the GBU-30
JDAM, years before it was taken into service. The JDAM can't
be retargeted in-game, though, leading most TAW players to
rely on the AGM-65G Maverick for most missions. Its higher
payload makes it ideal for almost every mission requiring
stealth and ability to target on the fly. Avionics include
a take on LANTIRN that allows you to target the Maverick and
the larger laser-guided Paveway bomb accurately. Sadly, you
can't carry Paveways in your weapons bay, so you give up stealth
if you want big bombs or rockets. I usually pack two Mavericks,
two AIM-120R missiles, and the Sidewinder X missiles in their
separate bays for most pinpoint strike missions, so I don't
have to give up stealth. Go
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