From: rdd@rascal.ics.utexas.edu (Robert Dorsett)
Newsgroups: comp.sys.mac.games
Subject: REVIEW of P-51
Date: 6 Jan 1993 11:38:34 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu


Please note that this is an OLD review, and many aspects of the game don't
bear up to current technology.  The current release of P-51 has been
colorized, and seems to still be under development, so caveat emptor.  I
can say that after a few dozen hours on Hellcats, I still have a positive
impression of this game, even though it may lack the glitz of more modern
products.

----------------------

From: rdd@walt.cc.UTEXAS.EDU (Robert Dorsett)
Newsgroups: rec.aviation,comp.sys.mac,rec.games.misc 
Subject: Review: P-51 Mustang 
Date: 28 Oct 89 21:12:06 GMT 

P-51 Mustang is the latest simulator from Donald Hill, who also wrote
Fokker Tri-Plane and Ferrari Grand Prix.  P-51 has a lot in common with the
earlier programs--namely, the wire-frame world and fast animation--but 
generally has more complex objects, while retaining crisp response
on slower machines.  P-51 will run quite well on a Mac II, but does not 
have color.

The basic premise of P-51 is that one is the pilot of a P-51 Mustang, which 
can be based at a variety of sites in England.  The airfields used are fairly 
complex: multiple runways, a tower, refuelling area, and some special effects 
on the ground (but no taxiways, not that they're needed).  There is an option 
of starting in the air or on the runway at some airports.  P-51 also provides
the user with the capability of going "cross-country," which translates the
world at a fairly high rate (sort of like "slew" in MS-Flight, although one 
does not retain directional control while it's running).

The program defaults to Leiston airfield, on the ground, in "touch-and-go" mode 
(which essentially lets the user learn how to fly the simulator).  Another 
aircraft is in the pattern doing touch-and-go's.  It's quite docile, and per-
fect for target practice.  

The "dogfight" mode is well done, a good challenge (unlike the line-them-
up-and-shoot-them-down strategy which can be used with Microsoft Flight 
Simulator).  Both the opponent and the P-51 can take a degree of damage before
being destroyed.  In-flight damage is nicely represented; for example, the
other aircraft when hit, may explode, lose a wing, etc.  

The "return from escort" mode is SUPERB.  It puts one at 16,000', in enemy
territory, in dogfight mode.  Various targets may appear on the ground to 
attack, and there's always a Me109 to screw around with.  Hill's done a lot of 
detail work in this game, and it shows.  


The cockpit of the P-51 is very well done: a realistic instrument cluster
is present, including an old-fashioned artificial horizon, airspeed indicator, 
altimeter, compass, as well as a needle-and ball, vertical-speed indicator (with
a realistic needle lag), and g-meter.  None of the video-game add-ons of the 
Fokker or Ferrari simulators are present; "scoring" information appears as 
menu items.  


The flight dynamics of the simulator are reasonably realistic, although there
is little (if any) variation in performance at high altitudes.  The airplane is
controlled through a small animated joystick, on the screen.  However, the
airplane can be stalled (with a pleasantly surprising break and subsequent
roll to the left), and performance seems fairly consistent with what one would
expect from an airplane.  Roll-sensitivity leaves a bit to be desired, how-
ever.  

Unlike Microsoft Flight Simulator, it's possible to have a nose-up attitude 
while descending (useful in a flare).  The tail-dragging effect of the P-51 is 
also done well done: the aircraft starts in a tail-down attitude, which can be 
raised when sufficient airspeed is built up.

As with AFT and Falcon, high-G maneuvers cause problems.  With the G-limiter
off, it's possible to break the airplane before one loses consciousness.  
Maintaining consciousness can be a definite problem while dog-fighting.  

Throttle is set by numerical throttle-position keys (as a pictorial quadrant
moves to represent one of the seven settings), but is more realistic than 
Yeager's Advanced Flight Trainer, which uses a similar approach.  Spool-up and 
spool-down effects are noticeable, and one can abuse the engine.

Landing gear and flaps are both available, but don't have a significant effect
on airplane performance (the flaps are not useful, for instance, as speed 
brakes).  It is, however, possible to "break" both devices by trying to lower
them at a too-high airspeed (gear-up landings are survivable, sometimes,
but "rough").


Other features of the simulator include the ability to save and recall saved
scenes, instant replays, external views, a Mac-to-Mac option, configurable
keyboard commands, tutorial modes, etc.


Overall, P-51 is a noteworthy simulator, and by far the best dog-fighting
simulator on the Macintosh.  While it differs from the "real thing" in many 
respects, it attempts to create a realistic operational environment: the 
little things like being able to damage one's landing gear, or have an engine 
fail on takeoff, or be able to sustain performance drops due to battle damage,
greatly add to the overall effect of the program.  

Note however, that P-51, like all the other recent Mac simulators, is still
mostly a "fly-around and engage the enemy" video game.  Realistic radio 
navigation and world databases are still the province of the Microsoft Flight 
Simulator.




Robert Dorsett                                   
Internet: rdd@rascal.ics.utexas.edu               
UUCP: ...cs.utexas.edu!rascal.ics.utexas.edu!rdd