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Combat Flight Sim 2

Combat Flight Sim 2 Website
Publisher: Microsoft Games
Developer: Microsoft
Available: Now

More Combat Flight Sim 2 Info and Patches @ 3DGW

System Requirements:

  • Multimedia PC with a 266 MHz or higher processor
  • Microsoft Windows 95 Operating System or later, Microsoft Windows 2000
  • 32 MB of RAM for Windows 95 Operating Systems or later, 64 MB of RAM for Windows 2000
  • Quad Speed CD-ROM or faster
  • Super VGA, (800 x 600) 16 Bit Color Monitor
  • DirectX? 7 (included on CD)
  • 350 MB hard disk space (additional 50MB of space required for DirectX 7. installation and swap file)
  • Microsoft Mouse or compatible pointing device, joystick or flight yoke recommended
  • Microsoft DirectSound? 7. API-compatible sound card with speakers or headphones for audio

Buy it At Chips & Bits
$44.95

Review @ 3DGW

After a week of playing the gold version of Combat Flight Sim 2 I sent off a few questions that had cropped up since my previous interview with Tucker Hatfield regarding my experiences with the game so far.

On to the Questions:
In our previous conversation you stated that "rearm, repair, refuel" happens when you land on any base… Is this only in multiplayer ? I wasn't able to find any info on it in the manual. And it didn't seem to work in the single player game.

Tucker:  Yes, this is only in Multiplayer.

Will it be possible for users to create training missions ?

Tucker:  Yes, we used the mission builder to create all of our training missions, so the users can create their own using the builder. However, they will have to be played as Single Missions, because the Training Mission interface contains content that is tied to each training mission, and doesn't support additional missions.

Will there be a SDK and if so what is the approximate time frame ?

Tucker:  Yes, there will be one, but I don't know the exact timeframe, yet.

Force Feedback effects on the runway are very powerful. Was this something overlooked or was it purposefully ?

Tucker:  They are pretty strong, but if you watch the aircraft from outside you will see that they match the degree of compression you see in the gear pretty well. Remember that most of the airfields in the Pacific were coral or matting, so takeoffs were pretty rough. I think we may be a bit overly strong on the feedback on the carrier deck, but everywhere else I think it's about right.

In your opinion what were the top two highlights to the final game ?

Tucker:  The first choice is easy: the graphics. We set having great looking aircraft and special effects as one of our goals for the game, but the final result is far better than I could have expected. I am constantly amazed by just how good it looks.

Second is harder. There are a lot of features I love, like the improvements to AI, the Mission Builder, the general look and feel of the game... But, I'd have to say the other thing that really excites me is performance. We put a lot of work into getting good, stable performance on even modest machines. People who have had problems with frame rate on FS2000 are in for a surprise. CFS2 looks even better than FS2000, and the frame rate is hugely improved. The improvements reflect a lot of hard work by everyone on the team, and it's something that everyone, regardless of what system they play on, will benefit from.

Thanks again to Tucker Hatfield for taking the time to answer my questions.

Review by: William Gall
Date: October 14, 2000

Test System:
Microsoft Windows 98
Celeron 566 at 566MHz and at 850MHz
Abit BE6-II Motherboard
128 MB RAM
Toshiba 40X CDROM
Voodoo5 5500 AGP Provided by 3dfx
Turtle Beach Santa Cruz provided by Turtle Beach
Saitek X36 USB provided by Saitek
Microsoft Sidewinder Force Feedback Pro
Microsoft Sidewinder Game Voice provided by Microsoft
Microsoft Intellimouse with Intellieye
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