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Combat Flight Simulator 2 - Part II
by Jim TittleCSIM: Sound is a big factor for many simulator pilots. We've all found certain great sounds in certain Sims. One will have excellent weapon sounds but poor engine sounds, where another will feature good sounds until ordnance strikes the crate and it sound cheesy. What have you done to create balanced realism in this area?
Tucker: Sound is one of the hardest areas to be consistent. Finding source sounds can be tough, and processing the sound is more of a dark art than an exact science, since you have to allow for all sorts of variations in sound cards and speakers, as well as the very subjective and emotional effect sound can have.
We're lucky to have a very talented and picky guy doing our sound work. He's gotten a lot of authentic sound, and he's put a lot of pressure on us to do the best we can. We probably still won't do everything absolutely right, but I think everyone will be impressed with the improvements.
CSIM: With the limited variety of flyable planes are there any plans for expansion modules to, say, the earlier air war over China or late war mainland Japan raids? How about a "what if " 1946 module like Aces Of The Pacific?
Tucker: There aren't any formal plans for us to do additional content. Even if we don't, though, since both users and third party developers can use the Mission Builder to create full campaigns, I'd expect to see a lot of this sort of content after we ship.
CSIM: With the Software Developers Kit how powerful is it? Can someone create an app that allows multiplayer co-op through a 3rd party application?
Tucker: The SDK will be extremely powerful, but we will probably be a bit circumspect about what we expose where multiplayer is involved. Cheating is a major concern, and we don't want to do anything that will empower cheaters.
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