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1997: Year of the Flight Sim

F22 With the advent of 3rd generation 3d hardware and the introduction of force feedback technology, 1997 will be THE year of the flight simulation. Combat Simulations breaks onto the scene just in time to provide detailed coverage of this assault wave.

1997 will see ground breaking simulations from virtually every major company in the business: Janes, DiD, Spectrum-Holobyte, Interactive Magic, Digital Integration, Eidos International, Novalogic and others. Just how awesome will it be, you ask? Confirmed Kill is late and won't appear until 1998, but Red Baron II will arrive in October or November, and Flying Nightmares II should take flight close to Christmas. Somewhere around June we may see DI's iF16, and iMF22 Raptor should also hit the clouds in June. F22: ADF will ship in the fall, MAYBE with Falcon 4. Somewhere in all this Sabre Ace (Eagle Interactive) will appear, as well as Fighter Duel 2.

But thats not all! Interactive Magic will enter an F18 Hornet simulation, and GSC will unleash FA18 Korea, an updated and 3d hardware version of their simulation. Eidos International will enter the Apache wars with a new slant on that arena: Team Apache. Parsoft will follow up their excellent A10 Cuba into the PC arena with a WWII sim: Fighter Squadron: Screamin Demons Over Europe. Sierra will not only remake their classic Red Baron, but release a WWII sim based on the same engine, Aces: X-Fighters. Rowan will follow suit with one of the two Korean war simulations this year: MiG Alley, based on the Flying Corps engine. Other simulations will find new life: SU27 version 1.5 will have all new gourad shaded and tex mapped terrain and objects, and PAW will be reborn in European Air War. Here is a screen shot from Red Baron II..


RB2

The Dynamic Campaign

The sims of 1997 will take the dynamic campaign a step beyond anything seen to date. Perhaps Digital Image Design's WARGEN engine has been the best example yet in a modern simulation, but they are set to far surpass their first attempt with WARGEN II in TFX3: F22. Similarly, Interactive Magic is making giant strides in this department, and Spectrum Holobyte, the company that really pioneered the dynamic environment in flight simulations, is not likely to be left in the dust. Falcon 4.0 should have an excellent campaign engine.

If you have not yet flown in a dynamic simulation, then you simply have not experienced a realistic tactical environment. Although there are military flight simulations that approach the complexity and involvement without true dynamism, like Janes AH64D Longbow, accept no substitute! When you are striving for mastery of the air, land, or sea in a virtual battlefield, you get a sense of involvement and achieve a "suspension of disbelief" that cannot be had in any other way. If you have been an EF2000 pilot or have flown in Warbirds or Air Warrior, then you know what I mean.

In EF2000, there is ALWAYS something happening around you. Allied flights are heading out, you sometimes run across an F117 flying low, and when you get near the Russian airbases, fighters scramble to intercept you. In EF2000 using Browse Plane or in TactCom using Smartview, you really get a sense of the dynamism of the environment. It aids both suspension of disbelief as well as situational awareness, and impacts real-time tactical decision making.


TACTCOM
A screen shot from the G+ version of Tactcom...

The major weakness in version 1 of WARGEN was that it did not integrate ground action. WARGEN made use of SAMs and AAA to be sure, but limitations could be seen in EWR modelling, damage and reconstruction modelling, and there really is no ground war to mention. Look for improvements in all these areas in version II.

One seeming disadvantage of dynamic campaign engines is that the player does not always make much of an impact on the progress of the campaign. After all, you are only one pilot. This is realistic, but bothersome to some. DiD's solution was to give you a choice: in TactCom when you generate a new campaign you must choose whether or not your efforts will directly impact the campaign. If you choose YES then your efforts are rated on a percentage scale, and if you do well the entire allied effort receives a boost relative to your performance. If you fail your mission, you will find the Russians sweeping south like locusts to honey!

1997 will see more sophisticated AI taking more and more factors into account. Supply lines and communication and early warning systems will be more realistically modelled, along with more detailed avionics in general. Damage modelling and repair times will similarly improve. Political factors will have greater weight, and taking out allied aircraft will have potentially disastrous consequences. Look to see the influence of early warning systems and airborne warning systems increased, and the use of coordinated attacks and data linking increased.


Detail AND Frame Rate

TEAM APACHE
Click the image for a larger shot..

Until now simulation designers have had to choose between detail and decent frame rates. 1997 is the year of liberation! 3d hardware acceleration will give us terrain detail, object detail, flight models AND frame rates unlike anything seen to date. Until recently, decent frame rates in high end sims seemed like a far off wonderland fantasy in itself. I have had the joy of testing the Graphics Plus patch for TactCom on my Orchid Righteous 3d, and I have seen the future!

Briefly put, the world has changed forever! Fluidity in flight, especially in a realistically detailed world, is an experience in itself. Knife fights become goose-pimple experiences, and one can almost feel the pressure wave when merging with a mach 1.5 opponent. It is simply awesome. And no more slowdowns when multiple missiles and multiple bandits must be modelled. Ain't life grand!?

Object detail in 1996 hit new highs, and I still love the objects and environments of EF2000 and Janes Longbow. But we haven't seen anything yet! In 1997 we will see bushes and trees, powerlines and incredible detail in buildings and similar stationary objects. Even better, the dynamism of ground objects will improve, often with their own AI systems coming into action when you enter their environment. Check out this screen shot from Comanche 3:

COMANCHE COCKPIT

In 1997, we will see detail we have only dreamed of. Not only this, we will see the improvements integrated with light source shading, realistic smoke and clouds, and even weather models! THIS year we get the kitchen sink!! Interactive Magics F22 Raptor will ship on 3d CDs, the first flight sim to require this kind of capacity. True, Janes Longbow had two CDs, but this was due to the video library and online reference.

The New Interface

A long time ago in a galaxy far, far away, someone dreamt up an innovation called "the virtual cockpit." The first people to REALLY take advantage of the idea live and work in Warrington, Cheshire at Digital Image Design.


imf22 ASF..Click the image for a larger shot...

But three years ago Microprose released F14 Fleet Defender. Aside from some of the most advanced avionics at the time, the player could move between the pilot and Wizzo's position, and the MFDs had clickable switches. (F14 is still a fun sim, and in multi-player mode is a real blast!) There was no virtual cockpit, but Microprose took a step in the right direction with an interactive cockpit, allowing the player to keep his eyes on the screen rather than having to refer to a distracting keyboard.

The virtual cockpit is a natural outgrowth of this, allowing not only interactivity and freedom from the demands of the keyboard, thus also contributing to suspension of disbelief, but also allowing the player to pan or padlock from the perspective of the pilot in his seat. When well implemented, as in EF2000 and the coming sims of 1997, its a wonderful advancement. Til now, of course, the CPU demands of such a feature were almost overwhelming. With 3d hardware, this will no longer be the case.

In fact, in 1997 in sims such as iF22 Raptor, the virtual cockpit will take another leap forward. For the first time in a PC simulation, ALL control functions of the MFDs will be possible using the control buttons surrounding each unit. As in the real world F22, MFDs will be in full color, allowing for quick comprehension of target data and easy discrimination between target types.

There are certain control sets which are a natural for use with the virtual cockpit. The integration of the mouse cursor control on the Thrustmaster TQS lends itself very nicely to panning around a cockpit or other control screens, as does the cursor on the Saitek HOTAS. One need no longer reach for the mouse, and the HOTAS concept achieves a new dimension. You simply do not have to take your hands off the stick. The price tag for this functionality may still be a barrier to a few. But who knows? Maybe CH have plans they aren't telling. And with SUNCOM about to make an entry into this field, competition is rapidly increasing.

The new interface will not be limited to cockpits, because with multi-monitor/different image support built into its developer release of the next Windows operating system, (code: Memphis) Microsoft has taken a step to move gamers toward a new experience. Where Back to Baghdad took us one step in this direction through the addition of a mono card and monitor, this option will now be available in hardware and with no loss of frame rate. In other words, with the work taken away from the developers, this feature will become more common.

Result? We will be able to simultaneously view the radar display IN COLOR and SVGA resolution on one monitor while maintaining our interactive virtual cockpit on the main monitor OR television screen. The new chipsets, such as the ViRGE/GX2, will allow one display to be a television. Imagine your virtual cockpit display has now become 31 inches! You gotta love it!


Mission Planners

TC Planner
The planning screen from TactCom..

Another leap forward in 1997 will come in the form of sophisticated tactical planning abilities. With provision for advanced intelligence and coordination of ground and air forces using high speed encrypted data linking, the player will have maximum strategic intelligence at his finger tips. It only follows that in order to take maximum advantage of this information, he must have maximum flexibility in his tactical response. Ergo, along come some incredible new mission planners!

DI's F16FF, DiD's TFX3: F22, Eidos International's Flying Nightmares II: Commandant, iMagics F22 Raptor and SH Falcon 4.0 will all boast a new generation of mission planners, allowing a flexibility that til now has been limited to simulations like Tornado. Other updates like Mindscapes SU27 1.5 will also see vastly enhanced planning systems. Virtual military pilots have been asking for features like ability to coordinate strike flights and wild weasel missions, allowing for different routes to target and different TOT, ability to communicate with different flights en route, ability to vary levels of control for strike packages (tight, moderate, or loose) to take advantage of targets of opportunity or maintain tight stealth parameters, ability to vary speed and alt en route, ability to vector refuelers and supply aircraft when and where needed, etc etc. These features and more will be found in the tactical planners of 1997. Add to these overall command of the battlefield as in TFX3 and FN2: Commandant, and you have the makings of simulations with unprecedented depth and control. Simaholics beware!

Falcon 4.0 and FN2: Commandant will emphasize multi-player, even in the tactical dimension. All players in a mission can assist with the mission planning (or one player can be designated to do it all). Any changes will be updated on the mission planner as they occur. The planning system allows additional flights of aircraft to be requested for a package in case there aren't enough slots for everyone who wants to fly. (This is subject to available resources, of course, and any added aircraft won't be out performing other missions.) With the chat mechanism, the flight crews can discuss the mission and the plans until everything is just right or it's time to take off.

Comms and Control

But 3d hardware will birth MORE than merely fantastic graphics and nice objects. The offloading of the CPU will bring us close to nirvana, with more comprehensive comms and control schemes, and even the beginnings of integration of command at the strategic level. The beauty of offloading the CPU is about to be reflected in far more detailed computer AI, and this detail will include multiple levels. For example, just as EF2000 modelled multiple levels of AI, in TFX3 pilots will even have their own style, and most likely will learn with experience.

This year, EF2000 meets Command and Conquer. More comprehensive communications will mean that pilots will enter a new dimension in situational awareness, while also adding greater depth to the simulation. Comanche 3, for example, will feature a full 15 meg of voice messages and chatter!

The high end simulations coming this year will feature separate and distinct comms modes. Look for greatly expanded comms in TFX3, Falcon 4.0 and iF22 Raptor. In iF22 for example, there will be UHF, IFDL, Guard and the standard Chat mode. Each of these modes aim at serving a particular purpose during single player and multi-player action.

UHF provides options for direct communication on specific frequencies with other allied players. This mode will allow for both scripted (voice?) and custom text messages to be sent, though only the scripted messages will be understood by computerized units. In DiD's coming release, one will be able to tune to another frequency to monitor the progress of other allied units. The dynamism and fluidity of the virtual battlefield will suddenly take on new dimensions of reality.

IFDL (In Flight Data Link) is a method for passing targeting and detection information between players, so that use of active sensors is minimized. This is another expansion of tactical efficiency and depth as well as situational awareness. And of course, in an aircraft designed for stealth, it becomes a necessary mode of operation.

Guard communications is the broadcast of messages to all friendlies, and is primarily an emergency comms channel. Chat mode, as in other simulations, simply means the ability to pass messages back and forth between players in the sim.

One area of special interest to me is wingman control. When you fly networked, its not much of a consideration. But when you fly alone, or via modem, flexibility is a must! Simulations released this year will address some of the command limitations of releases to date. Expect to see greatly expanded wingman interaction, and new flexibility in comms and command routines. We will most likely see something like the command routines of F3 and USNF married together, with more voice feedback, and greater control tied together. For example, when you order a given wingman to strike a target of opportunity in the dynamic environment, he will not only acknowledge your order, he will also tell you when he's completed the task. Neither of these options existed in TFX2, but we will see them in TFX3.

Flight Models and Avionics


A screen shot from Aces: X-Fighters

Be prepared for some of the most advanced avionics and flight models yet seen. Back to Baghdad took us where no man had flown before, but Falcon 4.0, iF22 and TFX3 will take us into the next century! These sims will feature more radar modes, more customization possibilities, more controls, more, more, more! This is another area where the impact of 3d hardware will be greatly felt. Advanced flight models are notorious for eating CPU cycles, but with those considerations held to a minimum, the sky is the limit!


Tactical Aero Squadron by Pro-Line Software is a case in point. Paul Hinds stated goal was that if it worked that way in real life, it'll work that way in the virtual sky. What Flying Corps has done for WWI flight models, TAS could do for WWII. Unfortunately, since no one has actually seen any code for this sim, we'll have to regard it as vaporware for now. Perhaps Confirmed Kill will be the prop sim of the year, though it looks like they will have stiff competition from Dynamix Aces: X Fighters as well as Activision (Fighter Squadron: Screamin Demons).


As for avionics, Interactive Magic, Spectrum-Holobyte and Digital Image Design intend to take us to the skies in 1997. With Wild Bill Stealey at the helm, the avionics modelling in iF22 should be spectacular, giving the pilot plenty of tactical options and plenty to do. Similarly, DiD have shown us what they can do with EF2000 TactCom. F22:ADF, set to hit the tarmac roughly this fall, should be stiff competition in the realism in avionics department. With the ability to act as tactical commander in an airborne station, the TAW component may have the advantage for depth of gameplay.


Sierra/Dynamix' Aces: X-Fighters will include a module to allow players to design their own aircraft, using the experimental technology and airframes of the time. This should be a fun addition, especially given the same flight physics and multi-player modes. Rumor has it that Sabre Ace may utilize a similar player design option.

Integration of Strategic Command and Multi-Player

Perhaps best of all, the integration of the tactical and simulation environment will allow multi-player scenarios that we have only dreamed of. In both Flying Nightmares: Commandant and TFX3 the player will have the ability to command at the strategic level.

In TFX3 this will mean that the player can sit in the airborn AWACS command center for an overview of the entire virtual battlefield. The player will have the ability to control placement of refuelers, strike aircraft, escort and wild weasel missions, or to send in reinforcements when needed, warn of changing tactical situations, etc. From this perspective, the player will be able to jump into an individual aircraft and fly the mission he has just ordered or vectored. I believe that in network mode one or two players can occupy the AWACS while others fly the ordered missions.

Flying Nightmares: Commandant is being designed as a multi-player strategy game, where two players act as overall tactical commander, controlling and interacting with a variety of ground and air units, with up to 14 other players flying aircraft. The major difference between TFX3 and FN2: Commandant is that FN2 is essentially a team warfare simulation. Each team has one designated Team Commander responsible for the placement and direction of "Non-Player" units, and the overall conduct of the battle. Other units that may be controlled by the team Commander include infantry, artillery, SAM sites, tanks, APCs, Recon and Special Forces units, E2-C AWACS, etc...















Screen shots from FN2...


The Team Commandant can issue orders to "airborne" Players with simple mouse clicks, or verbose text messages. Player pilots waiting for a mission assignment can also watch the progress of the battle and communicate with the Team Commander to add their tactical assessment. A variety of game parameters can be agreed upon, including numbers and types of units involved, weather conditions, difficulty, and winning conditions.


The other "Pilot Players" take part in the battle primarily from the cockpits of their assigned aircraft, watching the units the Team Commandants control maneuver and fight from a first-person perspective.


FN2: Commandant divides teams up into Blue (Green-camoflaged units) and Red (Brown-camoflaged units.) From the Ready Room, each Team Commandant views a real-time overhead map of the battlefield, seeing the engagement unfold as each unit detects and engages the enemy forces. The Radio dialog box shows color-coded messages from the "Non-Player" units, as well as communication from the "Pilot Players" currently flying aircraft. Every unit can be selected and assigned destinations, targets, or dispositions with a few simple mouse clicks.


RB2


Other Players not currently flying aircraft can also view the battle from the Ready Room, scanning the battlefield for targets and helping the Team Commandant keep the situation under control.


The Team Approach

Finally, Bryan Walker at Eidos International, determined to make an impression with the release of three, (YES, THREE) military sims this year, is not only taking on a substantial integration of the strategic multi-player simulation environment, (thats, SMPSEN for those in the know...), but is breaking new ground in the AI and suspension of disbelief arena by attempting to include that subtle effect found in many role playing simulations, often called "morale." Of course, in the military arena, this has a different shade of meaning. Here's what Mr. Walker has to say about "Team Apache."

"In playing dozens of flight simulators through the years, I've always wondered why nobody ever properly reproduced the combat experience. Every game claims "this realism" and "that graphics," but they've all failed to do justice to the men and machines who face both their fears and the enemy in battle. I think the major reason is that the designers of these games, having never experienced it, have no idea how to reproduce the combat experience.

· Form the unit you want to take into battle. Choose the men you want, then juggle the seat assignments for the optimum crew cohesion. Your best pilots might not get along, so be prepared to change their assignments.

· Design the formations and tactics you want to use, or call upon dozens of real-life Standard Operating Procedures included in the game. Practice in the Training Area often, because the enemy won't give you a second chance.

· The unique Artificial Personalities of your pilots respond to your leadership and events on the battlefield. Lead well, and they'll perform like heroes. Treat them like robots, and you'll never command a unit again!

· The crewchiefs are hard chargers, but they're only human. Work them too hard and your aircraft can suffer breakdowns at the worst possible moments.

· Assert your command authority. Argue with Ops! Stand your ground when your men are exhausted, but don't push it... You can be replaced!"

Summary

iF16
Shot from iF16. Click for larger images...

What more can I say? If you aren't excited by these prospects, check to see if your heart is still ticking... Add to these considerations the acceptance of a force-feedback standard and improvements in virtual headsets, not to mention the release of MMX technology and the coming new crop of Pentium IIs and AMDs new K6. The real challenge, in the end, may not be actually surviving in these new and complex simulations, but finding enough time to pursue such advanced hobbies while still maintaining the relationships that anchor us all in the REAL world....

Note: WHEN do all these sims arrive? Go ON DECK for the dates..

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Last Updated March, 1997

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