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Super Hornet Interview
by Leonard "Viking1" Hjalmarson
 

CSIM: How many campaigns will be included and where are they set?

James: We have three war zone areas and a training area, each having a dynamic campaign. There are also 3 mini campaigns and unlimited single missions. The individual warzones are:

Barents Sea, against a new communist Russia, with Russian Naval forces including a CV, and their Naval Bomber force including Badger, Bear and Backfire bombers.

Indian Ocean, against India, with its Harrier Carriers, and Mirage 2000 interceptors.

Persian Gulf, against a re-armed Iraq looking for revenge.

Cockpit
Cockpit Shot

CSIM: Tell us about the campaign system. How is it structured?

James: The campaign system will consist of a full dynamic AI command game, where the player control the missions of up to 32 F/A-18’s from a carrier. Also 3 mini campaigns per warzone where the player just controls his own plane.

CSIM: If we can command a flight, will we also be able to plan the mission structure? How much will the player have input into tasking, mission planning in single player mode?

James: The player is able to fully plan each mission, by selecting targets & flight route.

Rod: In fact mission planning and strategic decisions can be approached from a variety of levels. Level one is the easy level: you can automate all the decisions and then simply fly the mission and command your own flight. Level two allows you to automate some of the tasks but make the decisions you want to make: target, route, waypoint details etc. Level three will allow you to completely plan the missions for yourself and the other three squadrons.

CSIM: In the latter case, how do we make an intelligent decision as to appropriate targets, waypoints etc.

Rod: We have designed an interface that will present you with the target list and strategic values for each target. You will then be able to assess an appropriate tactical direction based on the ebb and flow of the campaign.

CSIM: Integration of the ground war with the air war adds a lot of depth to the newer simulations, giving the player a greater variety of missions and adding tactical depth. What approach have you taken in this area?

Rod: In the campaign and single missions the ground war will be raging as you fly your mission. You will be tasked for appropriate ground targets according to strategic assessment. You will also have the option, as mentioned, of making your own assessment of priority based on information presented to you.

CSIM: We've heard that the realism goals for physics are very high. And with wind and weather also modeled, how difficult will carrier landing be at high levels of realism?

James: Carrier operation will be highly detailed, and landing on the carrier will be as difficult as real life, especially at night. But the Automatic Carrier Landing mode has been implemented for those who find it too much of a challenge.

Carrier Ops
Carrier Ops

Carrier operations are beyond anything yet modeled on the PC. The game will simulate deck crew operations (with over 15 different types of hand signals) as well as the Fresnel Light Landing System and talkdown. While this presents a unique challenge to the player, it also becomes a necessity when landing on a pitching deck in a storm!

While on deck you will see crewmen moving aircraft about, and you will be guided to the cat by the appropriate personnel. And you won't be alone in the virtual world, other flights and aircraft will also be active.

Carrier Ops
Carrier Ops

CSIM: We've seen some advances this past year in mission planners with the planner in Longbow 2, and an incredible mission builder in Janes F15. WIll we see a planner or builder in SH? What kinds of features will it have?

James: The game will have a full mission planner, allowing the player to create or change any detail of the flight.

CSIM: Will resource management be a consideration in the campaign?

James: Yes, you will have to assess both the type of weapon needed for a particular engagement as well as your inventory. If you use too many long range missiles you may find yourself short on them when needed.

CSIM: What will we see for debriefs in the campaign? Will we have records of who hit what with what weapon, weapon kill stats?

James: A full breakdown is given for the player only, including weapons used and what you hit.

Engaged
Engaged!

Click to continue . . .

 

Sea

CSIM: Can you tell us how padlock and views will be handled? Will we see a virtual cockpit as well as fixed views?

James: The game has a full Padlock view as well as various fixed views. We have a virtual cockpit. Our own ‘HEADLOCK’ view has been developed in response to ‘wish lists’ for real pilots who enjoy flight sims.

Headlock View

The headlock system in DIs F16 is excellent. I have seen at least one complaint on the net, but I don't think that the pilot understood how to control the system. The view is activated with key "6" and simulates the pilot's head tracking a target as long as the target remains in the physical field of view.

F16FF HEADLOCK
F16 FF Headlock View

When you activate the head-lock view on your current target, a number of things will happen:

  • The cockpit will, usually, lower slightly and start to 'float' gently as your view becomes centralised on, and then slaved to, the target.
  • A secondary aiming reticle will be superimposed over the target showing its distance from your F-16, together with an aspect carat indicating your relative headings as described in the Air-to-Air HUD modes in Chapter 5 of your manual.
  • A data box will be placed at the top of your view at such times when your complete Head Up Display comes close to moving off-screen. The data box comprises the following symbology: (File 'readmef5.gif' shows a snapshot of the head-lock view)
  • A large, outer 'Range of movement' box, representing the sphere of view around the F-16 through which the pilots may physically move their heads.
  • A small, inner 'Field of view' box, representing your current direction of view within the pilot's range of movement.
  • A pointer and vertical scale at the right of the Range Of Movement box indicating the current pitch of your aircraft.
  • A horizon reference line at the center of the Range Of Movement box indicating the current roll of your aircraft.
  • Airspeed and radar altitude readings at the top of the Range Of Movement box.
  • The identity of the currently *viewed* (not necessarily the currently *designated* target) above the centre of the Range Of Movement box.

As your head turns to track the target, the Field Of View box will move appropriately within the Range Of Movement box. Movement range is approximately ninety degrees upwards and thirty down, and 135 degrees left and right. If the target moves out of the pilot's range of movement, view returns to standard in-cockpit view until such time as the target re-enters the pilot's range of movement. This could drive some people nuts but is a fairly good simulation of reality.

The headlock acts as a toggle between normal "look ahead" view and "target track" view. If you activate the headlock then switch to an external view, later pressing F5 (cockpit view) will put you back into the head-locked target track.

Flying High

Head-locking slaves the view to the currently designated target but is otherwise unconnected to the target designation systems. Once locked, the view will slave to the target UNTIL the view is deactivated with a second press of key 6, or until you choose to view another available target. When the target leaves the range of movement, view returns to normal in-cockpit viewing but the target is remembered. If it re-enters the pilot's range of movement, the viewpoint will swing around and re-acquire the target.

While in head locked view the pilot may cycle through viewable targets with the hash (#) key. Available targets are those within 3 miles of your F-16. If the current target is destroyed, the next available target is selected automatically. So far I have found the system well designed and user-friendly. I'll try to get a screen shot up today or tomorrow...

CSIM: How many players do you expect to support via TCP/IP at full 33.6 connect rate? What about LAN? Will campaign play be fully accessible in both these modes?

James: Network support will include up to 16 players head to head and 4 on cooperative missions.

For more information on the Super Hornet see our listings on the Platforms page. For screen shot updates see Super Hornet


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