FEATURES, CAMPAIGN AND A.I. - IN MORE DETAIL
(for the very brief version see the Store page)
OBD Software is proud to bring you their trademark immersive single player combat flight simulation experience -
now for World War Two!
Leading on from “WOFF” our immersive WW1
combat flight simulator, now we bring you WINGS
OVER THE REICH. Below are just some of the
features, there really are too many to go through
here, but it will give the reader an idea of the detail
and scale of WOTR ...
.: WOTR is an air combat simulator for WW2 at the
heart of which is a real-time, fully immersive single player dynamic campaign system, designed to immerse the
player in a living world!
.: WOTR manager/menu interface also manages all
aspects of the dynamic campaign and can take full
advantage of WOTR AI pilots (computer controlled
Artificial Intelligence pilots) and many new WW2
features.
.: OBD’s Unique Dynamic Campaign Engine specially designed for WW2.
A newly designed, Immersive Real Dynamic Campaign for
World War Two air combat. Not scripted missions, real aircraft on real missions in the theatre. Also there are NO
aircraft spawns all craft are on real mission and will try to land at home after their mission!
The New WOTR Manager controls and creates the new campaigns
and unique missions. Flights are often timed to
Enlist in an immersive dynamic campaign as a WW2
pilot in one of two Nations (currently); Britain – flying
the Hurricane MKI late or Spitfire MKIa or fly for
Germany flying the Messerschmitt Bf109 E4.
With immersive detailed cockpits, including damage
systems that can take out cockpit dial and so on. Also
includes other AI flyable aircraft see further below.
We aim to add more and more flyables in the future
in addons or expansions such as the recently added Spitfire MKIa
(Note the Spitfire MKIA was added for FREE in the V1.,14 update see downloads page. Any future addons
may or may not be free of course, this was released a free bonus to loyal WOTR owners).
.: Newly designed dynamic campaign system
covering the 5 main phases of the Battle of Britain
from 10th July to 31st October 1940.
(note this was upgraded tremendously since V1.19 -
download the latest version to get the massively
improved experience.
.: Enlist in any of these included squadrons:
36 British Squadrons - including the famous RAF 303 Polish Squadron
22 German Squadrons
.: Each squadron has morale which can change, as
does the individual AI pilots.
.: Auto-enlist option where you are assigned
automatically to a squadron, or Manually choose
which squadron, which phase of Battle of Britain
to enlist in and more!
.: Fully interactive Pilot log books keep track of up to 100 virtual
pilots that you may enlist at any given time. The Log Book reflects
Pilot Biography,
User selected Photograph and accurately tracks the
flyers Flights
and Hours, Claims and Victories, Awards, and
General Squadron Details such as location etc.
.: Fly and survive – put claims in for potential kills (optional configuration settings allows kills to be awarded
immediately) and climb the ranks and receive awards.
.: Lead your flight or be lead - depending on your rank as a leader you can control your flight with key commands
and lead them to destiny.
.: Select your own personal skin (Optionally players
may create additional personal skins in their
favourite paint program and use them).
.: Equip your flight and your personal aircraft load
outs, from flight loads to individual pilot loads in
your flight.
.: Morale, Skill, Materials and Manpower Issues are allocated and dealt with in the WOTR interface where you can
see the status of your squadron
.: Authentic aircraft skins and alternatives for
Hurricane MKI and Bf109 E4 and other aircraft
skins or paint schemes, and more can be added.
.: Many ground targets of opportunity, also
includes detailed AI controlled aircraft in the skies
or
waiting on fields to scramble to intercept !
AI controlled Aircraft active in Quick Combat,
Campaign or Quick Scenarios also included:
Junkers Ju88 A1
Junkers Ju87 B1
Messerschmitt Bf 110 C4
Dornier Do17 Z2
Heinkel He111 H2
We aim to add more and more flyables in the future in add-ons or expansions. UPDATE 12th march 2019 as
promised we added a FREE FLYABLE SPITFIRE MKIa with stunning virtual cockpit. WOTR owners can now
enjoy yet another one of the finest WW2 aircraft.
.: Fly in a dynamic world with no artificial 'air spawns'. All aircraft are dynamically assigned to fly from real
squadron bases where possible
.: If you deviate from your flight path beware: there is a war on, and you may run into these squads and active
ground units - for good or bad.
.: Flights are sometimes waiting on the ground at
fields to take off or are 'scrambled for take off and
interception, based on in-coming aircraft approach –
another part that creates the 'living world'.
(these flights are known as ‘GAI’ flights.
.: Protect your men and material - excessive losses
can eventually lead to your squadron becoming
grounded whilst you wait for your replacement pilots,
aircraft or repairs.
.: Visit the stores room to evaluate aircraft stock and aircraft repairs status
.: Each Phase of the Battle of Britain is represented in the campaign, from the earlier Shipping attacks, Attacks on
Fighter Command Airfields
to all-out war on London.
.: A master 'Order of Battle' system controls the air and ground activity
.: Pre-Flight briefing interface shows details of the intended operation, way-points, and target on an interactive map
so that you are fully aware
of what you have to do and more.
.: Accurate tracking of all player squadron pilots, including the players A and B flight members, in runtime, for
accurate post mission results and tallies. Each of the AI pilots in your squad have logbooks which you can peruse to
evaluate their progression strengths, weaknesses, claims and kills, and even view their medals.
Since V1.19 they now for most RAF squadrons AI pilots also have a unique aircraft paint schemes assigned in
campaign. So you can recognise who is flying along side by their aircraft designation!
.: Fly over beautiful landscape, and come home over the cliffs of Dover (to see all details ensure scenery is set on ‘5’
in workshops).
.: Fly with either dynamically changing weather. Other features include windscreens that are affected by weather
(frosty, rainy, etc.).
4 changing seasons represented in the terrain, including several levels of winter including several snow from heavy
to light.
.: Detailed Player Flyable Aircraft:
Hawker Hurricane MK.I (Late)
Messerschmitt Bf 109 ‘Emil’ E4
Spitfire MK.Ia (added for FREE with V1.14
update and later, see the downloads page
and update your WOTR!)
All complete with fully immersive detailed cockpits, each with custom cockpit damage.
.: Full Original WOTR Music Score by MATT MILNE!
A brand new full score written specially for WOTR containing 16 superb detailed tracks to get you into the
mood! Matt also wrote the highly acclaimed haunting musical scores in the WOFF series of flight simulators.
.: Superb Scenery and Scenery Objects
Improved scenery for WW2 England and France - much change since our WW1 sim that had moving No Mans Land
front lines! Scenery includes new towns, villages. New layouts, new buildings and so on.
.: WW2 Damage systems
More detailed damage systems, partial / full damage to various parts such as ailerons, elevators, wings, fuselage
panels and so on.
.: Quick Combat Set up mini battles to test your mettle. Quickly save setup missions as Quick Scenarios with
several flights and mixed aircraft types, Starting altitudes, skills and so on.
.: Quick Scenarios
Jump in more detailed pre set missions without playing in campaign, or fly your own made via QC
.: Superb Artificial Intelligence "AI"
WOTR brings a thrilling WW2 experience using our superb and much acclaimed AI technology - improved for the
demands of WW2. The AI is based on competent AI features seen previously in WOTR to give you an exciting
rewarding single player experience like no other. See below for a taste of what the AI has to offer (just some of the
features, too many to write about).
.: AI in more detail:
Here are some Developers' comments on some of the superb new features in Wings Over The Reich , many not
seen before in-flight simulators
of this kind, and how they all combine to produce a full WW2 air war experience;
We hope everyone understands that the AI are quite a lot more human in WOTR than in any sim that has gone
before - they do not always engage,
and nor do they always fight to the death - like humans eventually survival instincts kick in.
The Artificial Intelligence that drives the computer controlled pilots has many unique factors designed originally for
our WW1 flight simulator ‘WOFF’ and now added to and improved for WW2.
In WOTR, the AI skill levels affect many unique factors.
Vision. The AI actually looks an scans the skies on a regular basis. Vision varies depending on direction and angles,
and skill. For example looking
back and down behind his head is worse than forward level. Novice has much worse vision than Ace etc.
Moral. AI has personal dynamic moral. If bad things happen he may run for home or panic. Again novices are more
affected than Veteran or Ace etc. It will change on many factors. Squad moral, flight moral and individual moral
levels can change, and are affected by their experience level/skill and what’s happening around them. For example
an AI suffering combat damage may be ‘shook up’ (as seem in the after combat report which can affect their overall
moral.
Combat Skill. Higher skills know more manoeuvres, and also can execute them better, and also have better
shooting accuracy.
Fatigue. Combat and low level pilot can drain a pilot, physically and mentally. Higher skills can stay in the fight
longer as they deal with fatigue better.
There are many many factors that affect whether a Flight/AI Pilot will engage:1) Situation - number of enemy
vs number of friendlies;
· Above or below and how far above or below?
· Altitude speed direction?
· Can they catch them?
· Over friendly or enemy territory?
· How far to nearest lines?
· What are our Fuel and Ammo levels?
· Is attacking this flight the mission objective?
· Are we being attacked?
· What type of enemy craft are there?
· Has the leader spotted them?
(Note: vision quality varies by skill rating and weather, clouds block view and haze shortens view distance).
2) Morale and Skill
· How good is the AI individually and as a group (their skills) ?
· How is their morale currently?
· If in a bomber do they have escort (escorts boosts the escorted pilots’ morale)
3) Craft state and Pilot health
· How good is the craft he is flying
· What condition is his aircraft in?
· What capabilities does his aircraft have?
· What health does the AI have?
4) The Morale of the AI pilots changes over time in your squadron - either getting better or worse depending how
you all fare.
Be aware your AI Squad mates may not be in a hurry to be as foolhardy as you. Each pilot has his own morale, as
well as a general flight morale.
Once an attack begins only the AI pilot’s own morale counts!
What Additional factors affect the AI once in an engagement? :
1) The abilities of the craft he is in with regard to manoeuvres
2) His skills ability to execute manoeuvres
3) Fatigue - its tiring to keep hauling a WW2 machine all over the skies(1 and 2 also including dynamic changes due
to damage)
You can override this behaviour and make AI always attack (ignore their well-being) by selecting ‘AI always engages’
option in Workshop settings.
What Other factors can affect the AI in Transit? :
1) If the AI decide to RTB they may seek out the nearest friendly airfield rather than risk going all the way to their
homefield - depends on
craft damage and pilot health factors.
2) If the homefield is busy or many craft have already landed again they may divert to another nearby friendly
field.3) If the AI is breaking off due
to morale issues they may well return to their homefield, or another field, out of formation.
Note: the AI will always land properly at a field if he is undamaged (Pilot and Machine), or in an open field, if
he is has sustained Machine or Health damage but still has sufficient Machine control.
What determines the skill and morale of my AI squad mates? :
The rating of the Squad you are in and the number good pilots in the Squad basically affects the skills that your
pilots have, existing and new incomers, as well as the base morale - the base morale of your squad mates will
improve or get worse depending on how the missions pan out over time - deaths rate success rate etc..
Where is the Enemy on Intercepts and Scrambles? :
Intercepts / Scrambles
Generally these are reports from Radar, or aircraft observers that craft have been seen – for example coming over
the channel to England. You are given the vector to try to intercept them – also if no enemy is there, best to loiter to
see if you can spot them and hit them on the way back or see if you have arrived early. Some missions through you
straight to the mission in your aircraft bypassing any mission briefing session.
Remember: The enemy is moving! They do not “spawn” in thin air like most sims they are actually out there flying
missions some of which you will come across. (enabling labels to ‘activity’ mode will let you see what’s going on in a
certain range further than vision (although unrealistic it gives you an idea of flights that you may have missed
otherwise).If you enrolled in a German Squad then the Allied fighters seldom where told to avoid chasing bombers
and aircraft back over the channel to France - use this knowledge when flying back from your target to know when
you may be safer.
The German fighters and bombers on the other hand where over enemy territory. So scrambles from British fields
can involve fighters either already up in the air to intercept you or maybe waiting on the ground ready to take off if
you are spotted.
There are options to increase or decrease the aircraft in the theatre at any given time depending on your workshop
settings, so if you miss the Intercept or Scramble objective (don’t worry it happened) the theatre is still alive with
flights so if you are leader or want to lone wolf it - go for it and explore. Some Phases may have a 2
nd
wave for
example coming.
What determines when I lead B flight? :
1) Rank determines when you lead your Flight - if you are the highest Rank in the flight that mission then you will
lead.
2) In Workshops you can select Always Lead if you want to override the Historical Rank and Squad Rating system.
I have been given a Mission that I don't like:
1) There are a few options available to you though although of course in WW2 you had no choice and you could be
shot for LMF.
Exit the mission briefing if you have one, and then that mission will be gone, and you can come back to another. In
workshops set Campaign Date Advance from Auto to Auto/Manual. Now in the main Campaign interface bottom
right you will be able to advance time so when in the briefing room simply go back to the main campaign screen
and advance time. Even similar missions will pan out differently.
One exciting new feature with this option on, is the new icon in campaign can then be set ‘FAST time’ option. Now
watch the clock move rapidly and auto launch you when there is a scramble or event!
Why don't we always go home in formation? :
1) Often the pilots would end up disoriented after a dog fight or ground attack mission and due to many issues
would break off and head for home singly or in pairs or sometimes in smaller groups - fuel ammo and other factors
could make them do this or simply a feeling that the job was done so RTB. As described by Battle of Britain veterans
often as soon as they engaged they would lose sight of their squad mates and find themselves alone in the sky!
Some go on home alone - shaken and wary of attack. This is how it is in WOTR often formations are no longer
adhered to after a bitter episode of fighting or attacking ground targets and the AI will simply dribble in back to
land.
Factors that can affect this individual RTB are: Fuel and Ammo levels, Pilot Health less than 100%, Craft Damage
levels, Morale Levels, other times the formation keeping is maintained and they all go home in their formation -
especially if no action took place.
I see AI Sometimes Colliding with each other? :
Collisions in WW2 were a real everyday risk - along with the possibility of mechanical failure - and they happened
between friendlies and in the heat and swirl of dogfighting between friend and foe. System and engine failures are in
WOTR too…Whilst it is possible to make the AI like 'robots' that never collide and never make mistakes - we have not
chosen to do this. Rather as an example: take two opposing AI, they might choose to turn in the same direction to
avoid each other in a head on - same as what can happen in real life.
Sometimes the AI take over and lead the formation - I am leader what gives? :
If the AI perceive that you are in trouble and think you are no longer able to lead properly a new leader takes over to
carry out the mission.
In trouble might mean: you have a mechanical problem - your engine has a malfunction and you are looking to land
- note that the AI don't know if you have actual engine trouble or not but determine this if you are flying too slow or
losing altitude too quickly for a certain time period. Also pressing CTRL+S (Split formation) means you are on your
own and a new leader will take over.
The Fighter/Bombers that I am meant to escort are not at the rendezvous point - where are they? :
Sometimes the flight that you are meant to link up with are jumped or are early or late or some may suffer
mechanical failures and turn back so yes they are not always there to meet up with you. Also if flying full real you
may battle to locate them - the TAC and other aids can help - but yes it was not easy in WW2 either. Try loitering
around the rendezvous point to see if you can locate them - the 2-seaters are often performing a fairly large circle
depending on machine type. Finally switching on Auto pilot is another way to get a bead on them. If you are stuck,
this is a good way to find them. I f you fail to link up don't feel bad - it happened in real life too - and there will be
more opportunities later.
Based on our superb highly acclaimed AI for WW1, we have added and improved it for WW2. Not aircraft are more
aware of units behind them when running for home and may break off earlier to engage. WW2 ordered landing
techniques. More awareness of the WW2 aircraft capabilities and speeds. One example ability to fly Ju87 and
employ proper target acquisition of moving targets and use dive bomber techniques and bombing techniques. New
ground avoidance code for high speed combat low and more.
General comments on commanding AI using TAC and views.
(Enemy and Friendly aircraft how can I spot view them?)
Several ways in WOTR;
update: New since V1.19 you can call the ground Controller as we have implemented RDF data update for player
Radio sounds are played as appropriate. (Currently in WOTR the command is set to "Shift + A"
Default key allocation post patch, should player reset key commands to Default, will be "Ctrl + Shift + V"
(read the “history of changes” section on the Downloads page for full info on this).
1) Bring up your TAC 'Shift+T" (toggle)Press 'TAB' to select an enemy Target or 'Shift-TAB' to select a friendly - the
'item' will go yellow in the TAC.Now cycle/switch the view pressing 'F1' a few times until it says at the top: Player
Target View.
Now 'F4' will toggle the view between player to target, or target to player. Notes: (Pressing T also changes target
types to narrow a search to only certain object types. Pressing "tilde" (~ or ‘ on some keyboards) will padlock this
target if you are in the cockpit when you select a target first). Also if you wish you can now remove the TAC and Tab
key will still cycle through targets easily whilst in Player Target views.
Now you can press A to force an attack (they will choose enemies that are near the one you selected) i.e. you are
telling your flight to attack other members of the enemy flight around the enemy you chose.
2) Use the Observer view mode (free camera mode).
Observer mode is experimental mode. To use observer view, press CTRL+F6, now rotate view with twist Z axis
rotate joystick and push forward back to move forward and back, use numpad 8 and 2 (up down arrows, with
numpad enabled) to climb/dive view. Note rotate with the joystick is for twist sticks. It may be your rudder that
controls the rotate.
And remember it is experimental if it doesn't work well or you find rendering problems far away from the player
please do not report issues, please don’t use it if this bothers you.
Labels - use the ‘activity’ mode with Labels. Also increase the label range (in workshop settings) so you can know
what is happening around you. In real life Battle of Britain pilots would often miss other aircraft flying by them, until
they noticed flak or smoke etc.
WINGS OVER THE REICH - DETAILED INFORMATION