First new 3D combat flight simulator for 8-bit Atari XL/XE computers in over 35 years.
First Polish flight simulator for 8-bit Atari XL/XE ever.
First Polish 6DoF, 3D vector vector graphics game for 8-bit Atari XL/XE ever.
Handcrafted "Królewiec" Campaign
15 handcrafted missions forming a campaign.
Diverse mission kinds: air combat, enemy bombers interception, ground units support, bombing raids,
preventing enemy tanks from reaching friendly structures.
Each mission has text briefing and specific victory conditions.
Scenery features real life cities and runways in their accurate positions.
Campaign progress is saved to disk after each flight.
Mission score depends on various factors.
Different mission outcomes are illustrated with original 9-color GTIA mode graphics.
Procedural mission generator
Generated missions can be reflown as missions have their unique seed.
Dynamic "warfare" game mode
Game mode in which procedurally generated war map is "alive", that is cities, depots, airfields send air and ground units to capture enemy structures to win the war - your fighter is only part of greater warfare.
Flight model
Advanced (as of 8bit platform), self-designed flight model with angle of attack, lift and drag calculation.
Fighter maneuverability depends on the amount of mounted weapons / fuel pods.
Fighter speed depends on plane's loadout (shape drag factor) and altitude (atmospheric density factor).
Damage mechanics - various systems of the aircraft may be damaged - HUD display, engine, Flight Control System etc.
Simulation difficulty can be tailored to different players by changing level of 7 difficulty settings.
Version 1.5.0 introduced greyout/blackout/redout g-force visual effects experienced by pilot.
Weapons
Player can arm his F-16 with various weapon types:
Cannon,
Unguided missiles, Bombs
Guided missiles - Air to Air: AIM-9L Sidewinder, AIM-120 Amraam, Air To Ground: AGM-65 Mavericks
Anti-Radar: AGM-88 HARM.
Arming is done on a dedicated screen visualising your F-16's current loadout.
Bullets, bombs and missiles movement is calculated through 3D space - no fake sprites mimicking missiles or cannon.
Bullets and unguided rockets have ballistic trajectory.
Sidewinders, as infrared-guided missiles, can only be locked on the enemy's fighter rear hemisphere.
On HIGH difficulty setting only targets that are in onboard radar forward detection cone can be locked.
Since version 1.5.0 cockpit shakes when in stall, firing cannon, dropping bombs or being hit.
3D engine
17 varied 3D objects including fighters, bombers, tanks, radars, hangars, bridges, mountains, explosions etc.
To increase frame rate most objects have 2 levels of details.
Missions are flown at visually different time of day: sunrise, midday, sunset, night and clear or overcast weather.
Both ground and sky change hue with altitude.
World simulation
Ground units can move - missions may fail if enemies reach their goals.
Enemy fighters don't appear out of thin air - they take off from runways after your fighter is identified as hostile.
Flight time can be shortened by using time acceleration.
You need to identify friend/foe as there are also friendly structures/vechicles in the world.
Cockpit
Detailed cockpit with HUD (Head-Up Display) and two MFDs (Multifunction Flight Displays) with independently switchable modes.