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PostPosted: 21 Nov 2009, 17:33 
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Joined: 06 Mar 2008, 17:20
Posts: 3424


Widescreen Grade: B
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: B
4k Grade: Incomplete

Read Full Detailed Report - Rise of Flight: The First Great Air War

Rise of Flight is a flight simulator depicting aerial warfare over the Western Front during the First World War. The time line of Rise of Flight currently covers the years from 1916-1918. The included game map covers over 120,000 kmĀ² of the Western Front.
Some well-known flyable aircraft are included in the base game (Albatros D.Va, Fokker D.VII, Nieuport 28.C1, SPAD 13.C1), with additional add-on aircraft from 1916 to 1918 available for purchase online.

Each plane and the simulation of its respective engine and weapons is modeled in great detail. Furthermore, the game renders damage to the aircraft resulting from airframe stress, battle damage, fire, and collisions.
Rise of Flight was created by the Moscow-based game developer Neoqb and is based on the 'Digital Nature' game engine. Rise of Flight's years of development by the team at Neoqb created a combat flight simulation that makes good use of modern hardware, including head tracking devices such as TrackIR.




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Last edited by scavvenjahh on 05 Jan 2015, 03:36, edited 3 times in total.
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 Post subject: Rise Of Flight
PostPosted: 22 Nov 2009, 05:47 
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Posts: 3010
I see the zooming is truly zooming, and not just moving the camera backwards.

How often would you need to use the max-zoom setting, especially in TH? And how often do you use the alternate camera angles?

Grade: C
Potential grade: C+

Lack of 1280x768 is a consequential flaw.

CCE: 98.5%


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 Post subject: Rise Of Flight
PostPosted: 22 Nov 2009, 22:13 
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I see myself using pretty much all of the available viewpoints, zoom levels and angles available while playing. In cockpit view for instance, I'd use the mouse wheel to zoom in to the mounted guns while shooting, then "lay back in the seat" for plain flight. I can also save my Hor+ view settings to file by pressing F10, thus creating new default Hor+ cameras for each plane model.

In other words you don't really have to go through the "hassle" of zooming out from Vert- viewpoints each time you start a mission, thanks to the integrated camera customization/saving features. Even if you don't use these, you're basically just 3 mouse wheel turns or keystrokes (one for each free cam) away from Hor+ at the start of a game, and switching cameras won't reset your angle/zoom level until you quit to the main menu.

Hope this answers your question, I'm having a hard time trying to phrase this in a smoother way... :oops:


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