Exeter Stage Left Share on Bluesky Share on Facebook Share on Twitter

Here's a case of escort duty you DO want to pull: AEdwardBaker is back with another fantastic piece of Wing Commander art! This one is called Exeter Escort and it shows a mighty Exeter battleship escorting the famed Tiger's Claw. Maybe it's the Formidable! You can find the original on DeiantArt and more of their fantastic work here.

Exeter class destroyer escouting the carrier Tiger's Claw. Ships from Wing Commander.

Done in Blender.
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Reminder: #Wingnut Movie Night Tonight! Share on Bluesky Share on Facebook Share on Twitter

This is a reminder that we have another fun #Wingnut movie night planned on Discord this evening! The ongoing theme will be movies that inspired Wing Commander in some way… except this week in which the movie did not inspire Wing Commander in any way. Tonight's film is Showgirls and you can find details on why we're watching it in the announcement post here. You can find details on that as well as how to watch along with us in the announcement post here. The movie will start about 7 PM PST/10 PM EST but feel free to drop by and hang any time!

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After Action Report: Hell in the Pacific Share on Bluesky Share on Facebook Share on Twitter

Greetings WingNuts,

The Wing Commander movie club is back from Hell in the Pacific and we were surprised by how interesting this movie we had never heard of before was! Lee Marvin and Toshiro Mifune are the only actors in the film, enemies unable to communicate abandoned on an island in the pacific during World War II. They must go from deadly foes to reluctant friends in a compelling anti-war story with great acting and very meaningful cinematography. The end result is more like an overly-lush stage play than any of the epic war films we've seen in previous weeks… totally unexpected, to say the least!

While Hell in the Pacific was absolutely the prototype for Enemy Mine and at least three Star Trek episodes we could not find the Wing Commander connection. We're going to make the extremely rare claim that there isn't an apparent one. Chris Brown, VFX director on the Wing Commander movie, cited Hell in the Pacific as an influence for the look of Wing Commander, mentioning specifically "tracer fire, millies and dogfight sequences." Hell in the Pacific includes none of these. We suspect he was either falling victim to Chris Roberts' penchant for defining things by movies without actually knowing them or he simply got the title wrong.

In the latter case, it's possible he was referring to the short propaganda film Fury in the Pacific. Fury in the Pacific was released in 1945 during the actual war and it does include real footage of all the things Brown mentions in his magazine quite. You can watch it here:

One Wing Commander story is clearly based on the story started in Hell in the Pacific: Academy's Word of Honor, which strands Blair, Grunt and a Kilrathi pilot on an island on the planet Pisces. And, unlike the versions adapted by Star Trek and similar, Academy retains the dark ending!

Sully simply would've eaten both Lee Marvin and Toshiro Mifune.

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Mac Goes to Hellcat and Back Share on Bluesky Share on Facebook Share on Twitter

Mac is back with more lore! This time he's taking on the very complicated subject of the F-90 Hellcat V medium fighter, the middle-of-the-road ship that kicks off both Wing Commander III and Wing Commander IV "prepped, primed, loaded, locked and ready to kick some ass." As always, Mac has created literally oodles of cool animation to show off the ship… and his fantastic presentation and serious treatment of Wing Commander's lore is already converting casual observerse to our universe! You can find the Hellcat video here (embedded below) and be sure to check out Mac's previous work here.
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BREAKING NEWS: Wing Commander Speed Fix Released Share on Bluesky Share on Facebook Share on Twitter

The cat is out of the bag… the WCAT, that is! AllTinker has released the first public beta of his monumental Wing Commander AllTinker overhaul mod! This is a patch for the original DOS version of Wing Commander that adds the speed limiter it has been missing all these years. This is a big, big deal. The patch works on both actual hardware and in DOSBox which means that anyone, anywhere can finally play the original Wing Commander the way it was meant to be played. The project also adds a host of bug and even content fixes (no more Dart and Joker!) and adds support for 4-axis, 4-button joysticks... which means Wing Commander should play great with a controller! AllTinker writes:

The most critical thing it does is introduce game-wide sync-to-blank-based speed limiting. To do this properly required a huge number of code changes as many "scenes" in the game are coded slightly differently, requiring different approaches - and the effects of running on a fast machine varied widely. For instance, I've had to correct several hardcoded cutscenes, since their timing was obviously set up without ever having seen them running at full speed.

Here's a playthrough of the first mission, using a 360 controller in 4-axis/4-button mode, on the rough equivalent of a Pentium 90:

And there's more! Here are the features and fixes from the release notes:

BUG FIXES

  • Known code bugs have been fixed:
  • The 5-sortie ribbon, which was awarded after the first sortie.
  • The half-defeated copy protection in SM2 (e.g. GOG/EA release).
  • Losing a wingman should now be unnecessary for a perfect medal sweep.
  • The Adlib hanging-note bug (hopefully reduced, if not eliminated).
  • The series overflow bug caused by the original transfer programs.
  • I've also completely rewritten the joystick routines, which were only set up for proper operation on a mid-tier 386. This also means that the game now supports up to 4-axis, 4-button joystick setups.

    CONTENT FIXES

  • Several art & other asset issues have been fixed:
  • Missing pips on Halcyon's shoulders during award ceremony.
  • Incorrect helmet names for Hunter ("Dart") and Maniac ("Joker").
  • Rogue pixels in Iceman and Angel's portraits.
  • Visual error in barracks bucket splash animation.
  • Fixed broken Rostov loss cutscene (broken in v3.5).
  • Fixed broken loss cutscene for SM1 (no longer pans off screen).
  • Corrected some script typos and mistakes.
  • Completely redone lipsync; corrects Vega script, adds it to SM1/2.

    NEW LAUNCHER

  • The new DOS-based launcher handles the following:
  • Calibration for the new joystick routines.
  • Adjusting settings for the game; including new and old features.
  • Save game management beyond the game's 8 slots (beds).
  • Simple save game editing & creation.
  • Transferring between Vega, SM1 and SM2 campaigns.
  • Free of series overflow bug, and even sets proper starting dates!

    NEW GAME OPTIONS

  • New game options include:
  • Reduced asteroid field difficulty.
  • The original logic for asteroid fields was deliberately malicious, based on your speed. The new fields are still dangerous, but much more fair.
  • Keyboard "smooth auto-centre" mode. Wing Commander simulates a virtual joystick via the arrow keys/numpad; this includes not recentring while firing your weapons, and an instant stop when keys are released. This new mode instead smoothly re-centres when no directional keys are pressed, regardless if fire is held or not.
  • Configuring joysticks, up to 4-axes & 4-buttons. There are several modes which hopefully cover any kind of (analogue gameport) setup you might want to throw at it.
  • In theory, joysticks should only need to be calibrated once, or at least only every so often - they previously needed to be calibrated every game boot.

    FUTURE PLANS​

    The current release is a "beta" / "in development" primarily because I can't test it thoroughly enough to call it a completed release.

    Besides further polishing the existing features, I have plans & ideas for some future additions to this overhaul mod; primarily new gameplay & difficulty options.

    I also have plans to perform a similar overhaul on Wing Commander II; it has very half-baked speed limiting, and it would be nice to bring as many of these new features across as possible.
  • Here's hoping that Wing Commander II version works out... that one desperately needs its cutscenes corrected! You can read the complete release post here.

    You can download the project from itch.io. You can also use the site to tip AllTinker; if you have the means, we strongly encourage that… this is a LOT of work that's going to make things better for all of us!

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    Crazy Cockpits Compressed Share on Bluesky Share on Facebook Share on Twitter

    We've updated the Cockpit Reference to include the redrawn versions of the four original Wing Commander ships as they appeared in the Super NIntendo (SNES) port of the game! If you've only played one or the other, you might be surprised by how different the other looks beyond having distinct aspect ratios… the Scimitar's layout in particular is totally rearranged! We've put together a 'normal' and 'alarms active' version for each of the ships.

    I also made some new notes about differences between the two platforms:

    • The SNES version does not have damage states; your cockpit never sparks or scars, there are no exposed wire or scorched panel graphics.
    • The hit indicators and the fuel warning lights are either non functional or removed entirely in the SNES version.
    • The 'sides' of the Hornet cockpit aren't actually clear; you can't see the skybox through them.
    • The afterburner speeds are significantly reduced for the SNES version and the ships can't display values higher than three digits. Hornet 1240 kps to 970 kps, Scimitar 1120 kps to 975 kps, 1200 kps to 975 kps and Rapier 1300 kps to 969 kps (nice).

    The SNES port does not have bespoke rear or side views for any of the ships. When you eject or are killed, the ensuing cutscene always uses a Hornet rear view (extended upward in the case of the eject cutscene because the following first person shot is cut).

    The nav map is also redrawn for the different screen area required by the console:

    Another discovery I made while putting these new reference cockpits together was that the SNES version 'fixes' the Hornet cockpit seen in the takeoff and landing cutscenes. The original Hornet art was made significantly before the other ships (for the rolling demo which announced the game) and featured a 'frosted' cockpit instead of a clear one you could see the pilot through. The SNES updates the Hornet so it matches the other ships!

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    Wing Commander Movie Night: Showgirls Share on Bluesky Share on Facebook Share on Twitter

    Back in February when we watched Battle of Britain, people jokingly complained that they would rather watch Paul Verhoeven's disasterpiece Showgirls instead of another war movie. I responded that if we watched all four remaining war movies in the series then we could take a break from Wing Commander-related movies and watch it. Well, last week's screening of Hell in the Pacific made that a reality so this Friday we'll be watching Showgirls!

    Showgirls is a 1995 erotic drama which famously bombed at the box office. But it was also the film Paul Verhoeven's similarly underappreciated Starship Troopers, a favorite of movie club. Could it also be underrated? Or at least maybe ridiculously fun? We'll find out this week! Please note that this is not part of the official movie series; there will be no after action report for Showgirls! But it should be a good time, regardless. You can join us this Friday via Discord to watch along. Please note that Showgirls is rated NC-17.

    We searched and searched and searched for something that would tie Showgirls to Wing Commander and we came up empty… until we did a comparison search on the IMDb! It turns out there is exactly one shared crew member between the two films. His name is Mark Berrow and he is a violinist with the London Studio Orchestra, an outfit which records the actual scores for a great number of films. As a result he has endless credits… but he played the violin in both Wing Commander and Showgirls! Here's Angel's Story from the Wing Commander movie score; you can hear violin distinctly at around the one minute mark.

    Where can I find a copy of the movie for the watch party?

    Showgirls is currently available to stream for free on Tubi and PlutoTV. It is not currently available for rent or purchase on any of the standard services. If you would like a physical copy, the movie was released on BluRay in 2011 and remains in print around the world. If you are not able to locate a copy please stop by the Discord and ping a CIC staff member before Friday's showing.

    How do we watch the movie together?

    It's pretty low tech! Simply join the Wing Commander CIC Discord on Friday and we will be chatting (in text) along with the film in the main channel. Everyone who wants to join in should bring their own copy and we will count down to play them together at 10 PM EST. Everyone is welcome and we encourage you to join in the conversation; sharing your thoughts helps make the experience better for everyone!

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    Hornets Sting Back! Share on Bluesky Share on Facebook Share on Twitter

    What's the buzz? More Hornets! An artist named ulimann644 has built a new CG model of the Hornet and posted some wondeful compositions on DeviantArt. You can find a wonderful gallery of their other work here... and we can't wait to see what the next Wing Commander ship will be!

    F-36 Hornet (DeviantArt)

    This is my first WING COMMANDER mesh - a few others will follow this year.

    I've started with the F-36 HORNET from the first WC-PC-Game. I made some modifications in the hope that the fighter will look better than in the templates.

    Hope you like it.

    Software:
    - Lightwave 2024
    - Photoshop

    Combat Space Patrol (DeviantArt)

    This is my first WING COMMANDER Wallpaper with my F-36 HORNET mesh.

    KILLER BEE 701, flown from Lieutenant-Colonel Deion "COOL TOUCH" Grafton, and KILLER BEE 707, flown from 2nd-Lieutenant Carrie "SILVER" Langdon, are on patrol.

    Hope you like it.

    Software:
    - Lightwave 2024
    - Photoshop
    - ImageFX
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    The Stuff They Use to Make the Games Share on Bluesky Share on Facebook Share on Twitter

    Today we're looking at a pair of 'trade ads'. These are magazine advertisements that mention Wing Commander because they're promoting different pieces of middleware that were used in the creation of the series. The first is from the July 1995 issue of Next Generation magazine which promotes Wing Commander III's use of Silicon Graphics' graphics computer to generate its CG sequences:

    Here's an excerpt from Origin's Official Guide to Wing Commander III where Chris Douglas talks about the team's then-intense SGI requirements:

    CD: Yes, indeed. Yes, indeed. The first and greatest surprise for the artists was that we had about two years worth of stuff to do, but only one year of time to do it. The second surprise was the hardware. We needed high-tech computers. We needed lots of them. At first we thought that one Indigo II, and three Blue Indy computers would do the trick. Then we realized that we couldn’t use the Indies, and had to replace them with Indigo ll’s — then we needed another Indigo II.

    But then even that wasn't enough. We had to have an Onyx — which is a super high-end multi-processor system. Then we needed a vault for the Onyx to hold enough drives to supply all the data storage. That’s not even mentioning the software. Wing III needed to be designed in Alias — it creates graphics superior to 3D Studio’s artwork. It provides a higher quality for shading, lighting and texture because it is a ray-tracing program. All in all, the hardware and software costs mushroomed to a lot more than anyone expected.
    And then here's an advertisement from the April/May 1996 issue of Game Developer, an industry publication. This is for the "Sound Operating System 4.0" which it notes was used for Wing Commander III. Less celebrated than an SGI machine, Sound Operating System was a middleware library for audio playback. You can try a vintage demo of it on the Internet Archive!
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    Reminder: #Wingnut Movie Night Tonight! Share on Bluesky Share on Facebook Share on Twitter

    This is a reminder that we have another fun #Wingnut movie night planned on Discord this evening! The ongoing theme will be movies that inspired Wing Commander in some way. Tonight's film is Hell in the Pacific which inspired the look and feel of the Wing Commander movie. You can find details on that as well as how to watch along with us in the announcement post here. The movie will start about 7 PM PST/10 PM EST but feel free to drop by and hang any time!

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    After Action Report: Star Trek: The Motion Picture Share on Bluesky Share on Facebook Share on Twitter

    Greetings WingNuts,

    It's no secret that most of us love Star Trek and we generally felt that The Motion Picture is a film that becomes more and more compelling the older it gets. What was once decried as slow and moody now feels impressive and relevant. And it's really the only of the Star Trek movies that directly follows the characters as they were in the original TV show.

    The Wing Commander connection this time around was that Chris Roberts asked Wing Commander composer George "The Fatman" Sanger to pattern the original game's music after Jerry Goldsmith's spectacular Star Trek The Motion Picture score. I have a tin ear, but others in our party did claim they could hear the inspiration! Here are the main themes for both if you'd like to compare them yourself.

    Another connection between ST:TMP and Wing Commander is that the film was Syd Mead's first project as a concept artist for film. He was brought in to design the enemy V'Ger spacecraft... the same role he would play decades later on Wing Commander Prophecy where he designed the look of the Nephilim enemy!

    Sully also likes eliminating carbon units.

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    A Big Damn Misteak! Share on Bluesky Share on Facebook Share on Twitter

    Typos! Don't you hate them? Well, I don't… because they've added at least two Kilrathi fighters to the Wing Commander canon! It may come as a surprise to many but the people involved in writing a Wing Commander tie-in weren't always players of the games they were adapting. Writers and editors often relied on the series bible produced by Origin's creative services group to get the nuts and bolts of the universe correct. As a result, it was easy for small errors to make it to press… especially when they involved words that weren't "real" like Kilrathi ship types. Here are two times when letting the wrong name go to print added a little bit of mystery to our world… and one where it didn't!

    Our first example is the Grakhi, a ship type mentioned one time in End Run. From the text, reprinted below, it's pretty clear that Dr. Forstchen had intended to use 'Grikath' for the ship – they're described as heavy fighters firing torpedoes at the Tarawa. But because Grakhi survived to print it's another type of Kilrathi fighter… and because the name is so close to what was intended, it fits perfectly alongside others: Grikath, Gothri, Goran, Gamora and so on!

    Half a dozen Grakhi bore straight in and slowed.
    “Torpedo attack imminent.”
    A spread of torpedoes dropped out from each of the Kilrathi fighters.
    Jason turned and looked over at Merritt. “Still got any mines on board?”
    Merritt nodded. “A couple in each of the landing craft.”
    “Set a landing craft on autopilot, and once we’ve recovered our last ship I want the mine activated and the landing ship out the airlock door on automatic pilot.”
    “Got you,” and Merritt dashed out of the room.
    On the downward-looking screen Jason watched as the boiling upper atmosphere of the gas giant raced by, not ten kilometers below. The magnetic distortion created by the atmosphere made communication almost impossible with his escorts and he watched as they attempted to cover his stern.
    The six Kilrathi heavy fighters pulled up and away, their spread of torpedoes closing in. Jason heard the high-pitched ping of a solid guidance lock.

    And we might even know what the Grakhi looks like! Thanks to the fact that David Mattingly's cover art adapts this specific scene and it includes a trio of unique Kilrathi ships attacking the Tarawa. These were intended to be a loose combination of the familiar Dralthi on the original Wing Commander's box and the Drakhri on the Wing Commander II box… and maybe history will remember them as a Grakhi heavy fighter!

    Our second example is exactly the same situation but in the adaptation of Wing Commander IV. Here, Ben Ohlander tries to include a reference to Wing Commander's signature Kilrathi ship, the Dralthi… but it accidentally became "Draltha" and that was what wound up in the book! Unlike the Grakhi, we don't have a picture… but from the name and the description below you can imagine a tough but fast medium fighter.

    He flipped through his book again. A Hellcat modified to carry a torpedo? Or perhaps a Draltha? Either would explain the speed, but the configuration would test the frame's limits. He recalled how his experimental Excalibur had handled when he'd carried the Temblor Bomb. The weapon had reduced the nimble fighter to a space-going pig. He rubbed the Hellcat's page between two fingers. A torpedo-carrying Hellcat was possible, but it just didn't feel right.

    Of course, sometimes this backfires. In False Colors, author Andrew Keith attempted to name a type of Kilrathi shuttle something which the editors caught and renamed 'Gratha' based on the series bible. This is likely a case of his choosing a name close to Gratha and then having an editor attempt to 'fix' it. Unlike many writers, Andrew Keith is on record as having played the games before writing the book. It's also clear that he intentionally references material from Claw Marks rather than just the series bible throughout the novel. Luckily, continuity still works in favor of a bigger universe: now there's simply two different types of Kilrathi ship named Gratha! Now let's check out one of what is otherwise one of the coolest descriptions of anything ever written, False Colors' very detailed introduction to Kilrathi shuttle variants.

    Shuttles, various types, roughly four squadrons. The Kilrathi design philosophy emphasized dispersal and duplication of valuable assets to allow a force to suffer losses and still win a battle. They had adapted one basic shuttlecraft design for a number of different purposes. The Naktarg was the original version, an assault shuttle large enough to hold troops and small vehicles and armed with gatling lasers and anti-armor ground-support missiles. A Search and Rescue variant, the Rogharth, was not unlike the Type-R ConFleet shuttle that had carried the castaway party back to Karga, devoting space to a medical bay and extra sensors. Another intriguing type, as far as Tolwyn was concerned, was the Gratha, which was fitted for command and control duties. It carried a crew of six as well as room for a strike commander and his staff, and duplicated the tracking, communications, and tactical computer functions housed within a carrier's Primary Flight Control center. They effectively increased the carrier's ability to control flight operations over long distances.

    Finally, there was the Kofar shuttle variant, a flying munitions and fuel dump that could dock with a Kilrathi fighter in space and transfer fuel and missiles. Tolwyn had long argued that the Confederation fleet could have used a similar platform. Carriers, after all, were at their most vulnerable when they were in the process of rearming and refueling fighters in the middle of combat operations. Terran carriers could launch small tankers, but there was no provision for restocking a fighter's missiles without having it return to the flight deck. The Kofar extended Kilrathi planes' flight times dramatically.

    Could the Kilrathi shuttles seen in Wing Commander IV be Gratha-type Naktargs?

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    That's the Ticket! Share on Bluesky Share on Facebook Share on Twitter

    Here's an interesting little eBay pickup: a free pass to see a preview of the Wing Commander movie! The screening took place on a Tuesday, March 9th 1999, in Fresno California. This was just a couple days before the movie released which means it was for a press screening where various outlets were allowed to preview the movie to prepare their reviews for the following Friday. These passes would've been distributed to the public to allow people to fill out the rest of the theater… and hopefully those people would pass along good word of mouth to their friends. Here's a nice high quality scan of the ticket:

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    Viking/Victoria Share on Bluesky Share on Facebook Share on Twitter

    Wing Commander Academy viewers often come away from the experience with one enduring question: what was the deal with Viking? Viking (or Victoria as she prefers to be known on her own time) is a human pilot who appears only in Wing Commander Academy's first episode. She is part of Blair and Maniac's class at the flight school. She is part of the training mission that opens the episode, she flirts with Blair afterwards and then during the simulated dogfight she is the one that accidentally shoots down Jazzman.

    At the end of the episode she appears in civilian clothes on the tarmac and informs Bair that the experience has taught her she can't be responsible for killing anyone. Instead, she is leaving the military and offers him the opportunity to come too. He refuses and the episode ends with her walking away sadly as his Scimitar blasts off into space. It's a poignant moment, especially when informed by knowledge of Blair's future!

    But then she is never mentioned again! What happened? She wasn't a special guest star like Damon Karnes or Admiral Bergstrom: Viking was voice acted by Lauri Hendler, who was part of Wing Commander Academy's regular cast (she's best known for voicing Payback and Maya McEaddens.) She was also clearly designed as a first tier character; not only does she have a detailed face and animations but she appears in three different outfits across the episode, one of which (the pink civilian dress) was designed just for her! She even has two distinct props, a turquoise barrette and a purse. All of these took specific concept work to include.

    The answer is that she was a setup for the second season. The broad concept for Wing Commander Academy's second season was that it would expand what was shown of the war. The plan was patterned after the creative team's previous project, ExoSquad, and would've moved the show's story from just showing the cadets aboard the Tiger's Claw to including the homefronts: political intrigue with the Emperor in the Kilrathi court and then a broader view of the war from the Confederation's viewpoint on Earth.

    The imagined storyline for the Earth portion of the story was that it would follow the anti-war movement with hawkish politicians facing off against protesters who believe humans and Kilrathi can live in peace. Viking would've returned as a sort of viewpoint character who becomes involved in the peace movement to carry the audience into the situation. The other connection to the previous story would've been Blair's family: Blair's father was to be head of the protest movement, a sort of Ron Kovic character who had returned from his own military service deeply affected and motivated to fight for peace. Blair's grandmother was to represent the other side as an important pro-war politician.

    The Wing Commander Academy press kit contains some references to this plan. The biography of Blair talks about his parents and then the list of terminology includes the orbital city where this was all to occur!

    Pedigree: Since the time of the American Civil War, the Blair family has maintained a tradition of wealth and influence combined with public service. Maverick's grandmother is a member of the Confederation Council, while his father is the chairman of StarPeace, an organization dedicated to promoting understanding among the inhabited worlds of the galaxy.

    Terra Station, n. -- a city-sized space station/capital to orbit around Earth where the Terran Confederation Congress meets

    Get In, Losers, We're Going Wing Commandering.

    Wing Commander Movie Night: Hell in the Pacific Share on Bluesky Share on Facebook Share on Twitter

    There's great news coming out of the Wing Commander movie club's watch of Star Trek: The Motion Picture: it turns out the human adventure is only beginning! This week, we're going back to World War II for another sort of human adventure: Hell in the Pacific (1968) is less of another epic war story and more of a psychological duel. It has only two characters and very little dialogue; more Enemy Mine than Return of the Jedi! You can join us this Friday via Discord to watch along.

    Hell in the Pacific is included in our series because of a quote from the Wing Commander movie's visual effects supervisor Chris Brown which was included in an August 1998 preview of the film in SFX magazine. Wing Commander certainly has gun-with-engine Rapiers and tracer bullets in space… but it's not totally clear from what I've read that those are specific to Hell in the Pacific. I guess we'll find out!

    The classic war movie ambiance is something director Chris Roberts has stuck to from the beginning. It even influenced his casting choices, with Jurgen Prochnow selected after his stunning performance in The Boat [Das Boot]. Chris Brown compares the movie with Hell In The Pacific: "We've followed along those lines - the Rapiers are basically a gun with an engine. We used the traditional look of tracer fire, millies and dogfight sequences."

    Where can I find a copy of the movie for the watch party?

    Hell in the Pacific is available to stream on YouTube. It is also available to download from the Internet Archive. If you would like a physical copy, the movie was released on DVD in 2004 and remains in print around the world. Note that it is not available for rent or purchase on the standard streaming services. If you are not able to locate a copy please stop by the Discord and ping a CIC staff member before Friday's showing.

    How do we watch the movie together?

    It's pretty low tech! Simply join the Wing Commander CIC Discord on Friday and we will be chatting (in text) along with the film in the main channel. Everyone who wants to join in should bring their own copy and we will count down to play them together at 10 PM EST. Everyone is welcome and we encourage you to join in the conversation; sharing your thoughts helps make the experience better for everyone!

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    CountvonSchnaps Arms the Vega Campaign Share on Bluesky Share on Facebook Share on Twitter

    CountvonSchnaps has a whole fleet for you! They've continued their wonderful redesigns of classic Wing Commander ships with a trio of designs from the original game, the Scimitar, Hornet and the Tiger's Claw herself! These are so well done... a true artist's work! You can find more of their redesigns here.

    CF-105 Scimitar (DeviantArt)

    The second redesign of a Wing Commander II fighter; the CF105 Scimitar medium fighter a commission for Shoguneagle

    Again great fun to redesign it making it feel, in my opinion, more modern.

    The Scimitar medium fighter was manufactured by Origin Aerospace and is a successful design that was in service with various factions during the span of 140 years.

    Armed with dual mass drivers and up to 5 missiles the ship packed a powerful punch when used by a capable pilot.

    F-36 Hornet (DeviantArt)

    A commission for Shoguneagle showcasing the Hornet light fighter. Small and nimble the Hornet is an ideal interceptor and CAP unit used by the Confederation Space Forces during the war against the Kilrathi.

    Bengal-class TCS Tiger's Claw (DeviantArt)

    The winner from the last poll was a Bengal Class Strike Carrier. The TCS Tiger's Claw which was the players base ship in the early Wing Commander series.

    Hope you all like how she turned out. Will also add a new poll since this one was quite fun.
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