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CSIM: Does multiplayer allow for cooperative missions?

Rob Brown: No. We decided to spend our cycles on improvements to the single player game this time around. Multiplayer improvements will be featured prominently in CFS3.

CSIM: Is there any kind of "Genuine MS CFS2 stamp" in the aircraft code that will discourage user-enhanced "cheater" aircraft from flying in a multiplyer environment?

Rob Brown: Yes, we will be addressing this problem for CFS2.

CSIM: Approximately how many aircraft can be in the air at once?

F4U-1A diving with guns blazing
Fig. 5. F4U-1A diving with guns blazing

Rob Brown: Well that's kind of an open ended question. On our minimum config, the number should be something like 16 within visual range. More could be outside this range. On higher end machines this number will obviously increase.

CSIM: One of the big gripes about the original CFS was the lack of wingman comms, giving the player the feeling of "Me vs. The World". Will comms be implemented in CFS2? How will they be modeled?

Rob Brown: There will be wingmen commands this time around. You will be able to direct your wingmen to specific targets, recall them, and split them off in pairs. In fact all of the improvements to CFS were aimed at increasing the realism and the suspension of disbelief. We want you to feel as if you were there and part of a team fighting the war.

CSIM: The Pacific is a mighty big place, with little in the way of landmarks to help guide the pilots. How will navigation tasks be implemented in CFS2?

Rob Brown: There will be an in-flight map that you can access at anytime during flight. This map will be the same one you see in the Briefing and Debriefing and will show your waypoints and events have taken place during the mission. You will be able to see your current location and progress up to that point as compared with the route you have been given to fly.

CSIM: I understand that the basic simulation engine is based on MS FS2K. Will the aircraft model feature such details as working cowl flaps, mixture controls, fuel tank switching, etc? Are / can random failures be modeled? How detailed is the damage modeling?

F4U-1A rolling in for an attack
Fig. 6. F4U-1A rolling in for an attack

Rob Brown: Yes to all of the above. We basically have used all the FS2K functionality in CFS2. Random failures can be modeled thru the use of the mission builder. We have gone all out on damage modeling. The nose (engine), wing tips, wings, tail, rudders, elevators, flaps, and ailerons will all break off when damaged enough. We model fuel, oil, and hydraulic leaks. You will also see bullet holes in planes. Damage will be visible from the cockpit on the players aircraft. There is also a host of new effects to be seen. Different kinds of smoke and fire depending on what it is that got hit.


Coming Soon... Part Two: Jim Tittle speaks with the legendary Tucker Hatfield about his involvement with CFS2.

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