I think it's worth noting that you can tilt with this method, but not roll.
Great for a helicopter game, Less so for general flight sim.
That was a large part of how games were designed back in the day. Start with what you have the ability to do, find the game that matches what you can do.
Notice the demo video from Comanche also shows roll.
Edit: To support roll, the renderer essentially rendered the voxel terrain into a frame buffer and then applied camera transformations that gave the appearance of a fully rotating viewpoint. The terrain itself was not being raycast through a true 3D voxel volume.