by Leonard (Viking1) Hjalmarson
Csim: How will new technologies like AGP impact F4?
Robin: We like texture memory. Texture memory is good. However its all a compromise. If we use more texture memory, we have less system memory with AGP, which means we swap more, and swapping is bad. The best improvement will be to add more system memory to the machine.
Csim: Other than suspension of disbelief the area that keeps virtual pilots coming back for more is identifying with the pilots they fly. How will F4 seek to involve the player personally? Will there be detailed pilot records?
Leon: Yes, records of each players stats, in Instant Action, Dogfight, Tactical Engagement, and the Campaign are kept. This info is automatically shared and you can check the stats on other people before you play with them. Also, scores and the "Ace Factor" are adjusted for the dificulty settings the player used, with more points awarded to those that use the more realistic settings.
Csim: F4 offers dynamic campaigns, a critical factor for raw fun and replayability. Can you tell us about the structure and setting of the campaigns? Will the mountains of Korea LOOK and feel like mountains?
Robin: Yes we have a fully dynamic campaign. The campaign works continuously in the background while the UI as well as the Sim is in control. The campaign generates packages which contain a number of flights, that include a number of aircraft, for each side continuously. As soon as you destroy any target in the sim or its destroyed for you in the UI, the campaign will evaluate and replan in the background. The campaign will start from a fixed point in time, and have a number of objectives. The mountains will look and feel like mountains, and are modelled as accurately as possible from digital elevation data, with real textures used.
Csim: Will we be able to ADD campaigns like we did with the F3 family?
Robin: There will be a number of extra campaign packs.
You will make a difference. The scale of the war in the campaigns is much smaller than a full blown world war, so your actions can help out alot. Also, since you can jump into any aircraft at any time from the campaign, you can fly the bombing missions for 20 flights one after each other, and let the computer takeoff and land. |
Csim: We all like to feel like we can make a difference, but at the same time thats not always the case in war. How is this addressed in F4?
Robin: You will make a difference. The scale of the war in the campaigns is much smaller than a full blown world war, so your actions can help out alot. Also, since you can jump into any aircraft at any time from the campaign, you can fly the bombing missions for 20 flights one after each other, and let the computer takeoff and land.
Csim: How does the player get into a particular mission? At each juncture will we choose between a number of mission options?
Robin: The ATO (Air Tasking Order) list will display the current list of flights that are scheduled to take off, currently on route to the objective, or in egress. You can select any of those flights. Or you could select a flight, and just do what you what with those aircraft. This mission would be a failure, but its real outcome will probably make a big difference.
Csim: Can you tell us about AWACS involvement in the sim? How much information will we be able to access via AWACS? Will we be able to access an AWACS view while flying, or planning a mission?
Leon: AWACS will be able to warn you about incoming threats, find help for you, redirect you to help somebody else, and help you find your way home or to a tanker. There is no AWACS view while flying, but while planing you can look at whatever the current plans are, and any INTEL or recon data available.
Csim: How does a virtual pilot progress to command, or can we simply step into the role?
Leon: For the initial release you can only command the mission you are in. Of course, you could plan a mission, let it take off, then hand it over to the AI, and go plan the next one.
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?
Robin: You can change the mission structure to any mission, at any time. All flights have pre-generated steerpoints, which will guide you around the air defenses, but you may see something that the planner didn't, so just change it when you want.
Csim: Will resource management be a consideration in the campaign?
Robin: You will have limited aircraft and pilots, and resupplies are small are infrequent. Resource Management will be a big issue.
Csim: What will we see for debriefs in the campaign? Will we have records of who hit what with what weapon, weapon kill stats?
Robin: We have a full debrief in all missions. We also have an ACMI recorder, so you can replay the mission in full color, if you want to.
The ground war in F4 models approximately 40,000 objects. If every bridge has three sections this number might be higher. Repair and replacement rates will also be realistic. Microprose is very big on the ground forces ability to repair bridges with engineer units, so much so that there is an entirely separate programming team working on this who dont' care about the flight sim: their sole interest is in a realistic ground war. |
Csim: Integration of the ground war with the air war adds a lot of depth to the newer simulations. What approach have you taken in this area?
Robin: We have a full ground war modelled, including various tactical formations, hiding of tanks, suprise attacks etc...
Csim: Is the LANTIRN system modelled in F4? Or is this related to the Harm Targetting System? How much detail will we see in this subsystem? How significant is this in gameplay?
Leon: The block 50/52 does not carry the LANTIRN pod. It carries either the HTS or a laser designator.
Csim: Can you tell us how padlock and views will be handled? Will we see a virtual cockput as well as fixed views?
Robin: We have a fully virtual cockpit, which you can slew around with your hat. This has working MFD's and some instruments. We also have a 2D cockpit, that can also be scrolled around, which is fully clickable, including all the MFD's, switches, dials, ejection handle etc...
Csim: In some sims bandits and objects are either too small or too large for the simulated environment, which can make close in targetting tough. How is this handled in F4?
Robin: Just like in real life, targets are hard to see. Hence we have concentrated on the radar and avionics to make aquasition of those targets as easy as possible. The Maverick with its TV display is the pinnacle of this. (We also put text labels on anything just to tell you what they are).
Csim: Will we see dual monitor support under WIN98?
Robin: We are looking into this. Playing F18 on three monitors on a Mac was really good fun. We have to wait for Microsoft to deliver a version to us first, so expect it to be a feature to be added later on.
The MiG-29 product will be a completely stand-alone MiG-29 flight sim set in the Korean theater. It will be fully network compatible with Falcon 4.0, so that players may play campaigns and 1-on-1 dogfights against each other. This product will not require the purchase of Falcon 4.0. |
Csim: I understand that players will be able to take the Russian side in a MiG 29 less than a year after the release of F4. Can you tell us more about the goals for this add on?
Leon: The MiG-29 product will be a completely stand-alone MiG-29 flight sim set in the Korean theater. It will be fully network compatible with Falcon 4.0, so that players may play campaigns and 1-on-1 dogfights against each other. This product will not require the purchase of Falcon 4.0.
Csim: Janes and iMagic have begun shipping their sims with spiral bound manuals, a BIG improvement in my mind. Will we see this trend with Microprose also?
Robin: Yes we have a HUGE manual, and it will be spiral bound. We expect to continue this trend in our other high end simulation products, as well.
Csim: What do you feel is the coolest feature of F4?
Robin: Everything. We have a real problem trying to program it, cos we play it too much !!! If I could have a short list it would be Gameplay, AI, Graphics, Cockpit, Avionics, Flight Model, Campaign, Weapons ... Yeap, Everything.
Csim: I know NT is supposed to support more than one CPU under NT because it's threaded...will F4 running under NT use Glide/VooDoo as well??
Robin: Its just a matter of drivers and software. We have a dual CPU box that used to run F4. Unfortunately Microsoft decided not to put DirectX 5 onto NT, so we have a gap. DirectX 6 should ship with NT5, so at that point will be continue to develop an NT runable version. (Oh, it was real quick BTW).
Csim: For the really sick and twisted among us, how about mono support with the above, will that work too?? Picture it: a 4 by 233MHz Pentium Pro multiprocessor server for LAN play at squadon meets, Voodoo support on the NT console and a herc card driving a little10" on the side...
Robin: You are sick... Mono cards are real slow, and would reduce the frame rate too much on todays highly optimised machines. By then, surely just plug in a few video cards, and have multiple monitors. (BTW, you can't just write to the mono card memory under NT, you need a VXD to do that. We have a solution if it really becomes an issue.)
Go to F4 Design Notes
Last Updated December 19th, 1997