In part I we looked at Apache-Havoc, F16 Aggressor, Falcon
4.0 and Gunship III. This time we'll survey MiG Alley, MiG
29 Fulcrum and F16 Viper, Su 27 2.0, Team Apache and World
Air Power: IAF.
With some simulations its tough to get early information.
With others, its tough to sort through the volume of it to
present what we think will most interest you! Lets start
this survey with a recap of our interview with Rod Hyde,
who is responsible for game design of MiG Alley. Place Rod
in perspective by thinking of him as the major force behind
Flying Corps, one of the two best WWI sims EVER designed.
Click for larger image.
Csim: When was the idea for this simulation born, and why
this period of history?
Rod: The research started in 1995 and the team really got
involved at the beginning of 1997 when Flying Corps was
finished. 3d card support and the mission editor distracted
us a little last year. This year we are focused on MiG
Alley.
There are a number of good reasons to choose the Korean
conflict:
The Somme is flat and so people think that our landscape
engine is flat. It's not and our Korean sim will prove it!
In Korea we have mountains in excess of 8000ft with bridges
over ravines. Ideal stuff for exciting flying. In
comparison, northern France is as flat as a pancake. We
should have plenty of opportunity to fly missions down the
valleys in mountainous regions and go on bombing runs
similar to the one in the climax of the Toko-Ri Bridges
film.
The Korean pennisula is more than 30 times bigger than the
area covered in Flying Corps. Although, we want to have as
much detail as in Flying Corps there will have to be some
compromises. This area isn't fully sorted out yet. However
we will probably reduce the data quality in some areas so
that we can have better data on the frontline. This is
important because we want to simulate a full ground war. As
far as possible we will be basing the conflict on battles
that actually happened.
The front moved rapidly and so we can have an interesting
dynamic campaign based on reality. The player will have an
effect on the ground war. When on grunt work, the player
will have napalm and rockets as well as guns and bombs.
The conflict had the first jet vs jet combat. There was
some jet vs prop stuff as well. We will simulate conflicts
where there are over a hundred aircraft from each side in
the air at the same time.
Even though the player will be flying jets most of the
time, he will still have to concentrate on getting close to
fight. There is no air to air radar and no missiles so we
will still be able to avoid "shooting at dots".
Compared with Flying Corps we have some new stuff:
- play campaigns over the Internet
- radio chatter with the option of giving orders
- gun camera film
- accurate gun-sight simulation
- configurable quick start missions
MiG Alley uses a new Rowan engine: MiG Alley will be our
first Windows only flight sim. The user interface is based
on MFC. The landscape engine has been rewritten to allow us
to simulate a larger area: 1500km by 1000km. In FC we had
two 150km by 150km areas. The flight model has been
completely rewritten to allow a more accurate calculation
of forces and moments. More details are included, e.g.:
effect of damage; suspension on the ground; speeds around
mach 1 are simulated; the campaign engine, including a
complex supply network, is completely new; cockpit
instrumentation and weaponry is modelled on virtual
cockpits.
Csim: What are the flyable aircraft in MiG Alley, and why
were they chosen?
Rod: In MiG Alley you will be able to fly the following
aircraft:
- North American F86 Sabre versions A, E and F
- Mikoyan Gurevich MIG 15 and MIG15bis
- Republic F84 E Thunder Jet
- Lockheed F80 C Shooting Star
- North American F51 D Mustang
- North American F82 G Twin Mustang
The F86 is the fighter. The majority of the most notable
air battles in MiG Alley were between Sabres and MiG 15s.
The F80 and F84 took the fighter bomber role which included
some ground support. The F51 was involved in ground support
and truck and train
This is a representation set of the fighter aircraft flown
during the conflict. If we attempt to simulate too many
then we cannot do individual aircraft justice. However we
do need a range of aircraft to give the player a feel for
asset-management. In the campaign, the player can choose
his strategy to win the war. He will have to manage his
assets sensibly.
Csim: What other aircraft will we see?
Rod: T-6: for Forward air controllers, complete with smoke
rockets to show you where to place your ordnance. YAK-9,
Il-10, Il-28, B29 , B26, C54, C47, Po2, Meteor, Corsair,
YAK-15, Sikorsky HO2S-1.
CSim: Tell us about the campaign.
Rod: The campaign, which forms the heart of the sim,
consists of three parts:
- Introduction
- Spring 51 Offensive
- Peace Talks
In the Introduction, the player moves from squadron to
squadron learning how to use the various aircraft in combat
situations. This section of the game covers the period from
the initial invasion to the Spring Offensive of 1951.
On moving to a new squadron, the player is presented with a
series of missions to complete. These missions have been
chosen to illustrate the action during the period. The
missions will involve various aircraft from many different
squadrons. Once a player has completed a mission, he will
be able to replay it several times by flying other aircraft
from other squadrons in the scenario.
CSim: What about mission planning. What factors and
information will influence our decisions?
Rod: On the ground the player will determine his priorities
based upon:
- his overall strategy for winning the war
- information from the frontline ground forces
- status reports from his squadrons
- interpretation of the map data
The player will be able to plan missions in detail or he
can just define the targets and let the computer do the
rest. It is possible to plan a number of missions per day.
However each aircraft can only be used once per day and the
player can only fly one mission at a time. However if he
arranges things so that some missions start after other
missions have finished it will be possible to fly more than
once a day.
The player will receive radio chatter in voice and text. He
will also be able to send messages. When on Close Air
Support missions he will communicate with Forward Air
Controllers and Ground Based Air Controllers.
Landscape data is based on three sources:
- 1960-70's satellite data
- 1950-80's aeronautical charts
- 50,000:1 scale maps used by the Army
Mig Alley will go beyond Flying Corps with even greater
detail in the flight models. The aircraft are capable of
realistically simulating flic rolls, spins, aileron
reversal, adverse yaw, slipstreaming, stalling etc. Many
aerodynamic and inertial effects such as aeroelasticity,
wing sweepback, dynamic coupling, compressibility are
modeled. The designers have used real life aerodynamic data
to correctly couple all six degrees of freedom.
MiG Alley won't be second best to any of the coming
simulations in physics modeling either. Undercarriage tire
and leg suspension forces are modeled to make the
aircraft's attitude, speed and position respond
realistically to terrain geometry, engine thrust, player
brake, steering and control surface inputs. Flying will
have an extra degree of challenge because aircraft will be
subject to tilting in response to acceleration, braking,
turning and even wind gusts. It should be a treat to try
landing a shot up Sabre on a bumpy airfield in a heavy
crosswind!
Unfortunately, MiG Alley was not ready for showtime at E3,
and all we could see was a few screen shots. But based on
what I have seen in Flying Corps and what I know about the
abilities of Rowan designers, I am on the edge of my chair
waiting for this one! Last word on release for MiG Alley is
that we will still see it this year. At the moment Rowan is
only a week or so away from finalizing the P51 cockpit, so
we should have more screens soon.