Falcon 4.0: What's Coming!
By: Len 'Viking1' Hjalmarson Date: 1997-05-30 With a dynamic campaign, a fully integrated ground war, and sporting the latest technology in radar (APG 68) and avionics, F4 will simulate the newer Block 52 model F16.
In a nutshell, Falcon 4.0 is a Windows 95, multiplayer
air-combat simulator set in the Korean peninsula, with a
real-time war in progress in which you take the role of a
single pilot in an F-16C Block 52. Even Andy Hollis will
have to scramble to top F4! Look for it in Q1, 1998. Here
is a cockpit shot... System RequirementsAccording to the design team, there is good news and bad news about system requirements. The bad news is that your old 486 just won't cut it. By the time you get Windows 95 and all its drivers running, there just isn't enough performance left for a serious simulation. SH has looked long and hard at the huge range of computer performance in the marketplace and decided that to meet people's expectations for F4, they had to take advantage of the state of the art. The good news is that they DO take advantage of the state of the art. We've made every effort to build a scaleable engine, but to get things looking right, you'll need a 120MHz Pentium with a strong 3-D hardware accelerator or a 166MHz Pentium with a good conventional video card. Part of this requirement comes from the graphics, but F4 will also have the most complete campaign and simulation engines in the business, and they both take CPU power to run. Both the terrain and objects for F4 are all new. The designers placed cutting-edge performance into the engine from the start. Both software-only and hardware-accelerated graphics are supported by the simulation. The one surprise might be that, although F4 is running under Windows 95, it will not use Direct3D. SH simply couldn't get the performance and quality needed out of the system. Instead they have built on previous work by Intel and come up with their own graphics engine which produces excellent image quality and performance. F4 will ship with support for 3-D cards including those with chips built by 3Dfx, Rendition, Cirrus Logic, ATI and S3. As more hardware is coming out all the time and discussions are ongoing, this list is likely to evolve and grow. SH is watching the online news groups, so let them know which boards you're interested in seeing supported.
This project has been a long time in coming, but it's all
the little details that make F4 much more than just another
knock off F-16 sim. So until you see the handiwork on the
shelves, know that the team will be slaving away to get the
finishing touches on the flight experience we've all been
waiting for. Networking Options
Mission PlanningAll 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.
Tactical Engagement
Air to Air Combat
Padlock views
The Sim Core and Avionics
Of course, your wingmen will also understand about new tactics, so the BVR (Beyond Visual Range) air battle should get interesting. The radar also includes air-to-ground modes including Ground Moving Target and Ground Map, with and without Doppler Beam Sharpening, for those mud-moving missions.
Graphics
The following was written by Scott Randolph, Senior
Graphics Engineer for SH.. It is always an exhilarating experience to "slip the surly bonds" and soar over the countryside in my own plane. My biggest goal for the graphics in this game is to achieve that same sense of wonder. I've fooled myself a few times lately with the prototypes, so I think we're on the right track. Falcon 4.0 has a lot to live up to, and we all know it. What we've got in store for you is nothing short of spectacular. We've posted some screen shots, and they're nice. The thing to remember, though, is that the real game's terrain will be flowing smoothly by as you fly one of the most realistic flight models available anywhere, and the scenes won't be JPEG compressed into oblivion. When I started on this project, Flight Unlimited was just hitting the shelves. We were all impressed by its ground-breaking realism, but knew we had to do better. We needed to build a world 2,500 times larger with much greater visual variety and still retain the same level of realism and fit on one CD-ROM. A year and a half later, we've accomplished that and much more. Falcon 4.0 will run in "high color" mode (that is, 65,000 simultaneous colors). In addition, both the setup screens and the flight simulation have been optimized for high-resolution display modes (800x600 and 640x480 respectively). This will allow us to provide unprecedented image quality and, just as importantly, variety. In the past, games have been limited to 256 colors for entire scenes. The result is often "cartoonish" looking environments. With thousands of colors to work with, our artists have been free to accomplish wonders. We started out with satellite photographs and elevation data covering all of Korea. This gave us good-looking terrain, but we wanted more. The satellite images just weren't crisp enough. We went out and found hundreds of aerial photographs from all over the country. These we cut up, processed and rearranged to supplement the satellite data throughout the map. The result is a startlingly realistic pilot's-eye view of the world with excellent detail no matter where you fly on the map. Those of you who've flown NovaLogic's F-22 Lightning II game may worry that Falcon 4, with only one theater, won't have enough variety in our scenery. Not to fear. Unlike F-22, Falcon 4.0 will have a full-sized realistic map so that you can fly from one end of Korea to the other and see all the variety of terrain you would expect as you pass over rivers, lakes, cities, forests, farmland and mountains. The scenery is good enough that it's fun to simply fly around and look. We've put a great deal of effort into ensuring that you do get to see the terrain; and lots of it. Few things are more frustrating to me than flight simulations that seem to think the entire world is shrouded in dense fog all the time. We've certainly got haze and fog in Falcon 4, but on good days, you should be able to see major terrain features 50km or more into the distance. Of course, nobody can see an airplane or a tank that far away, but you can certainly see the ground! We simply won't tolerate mountains "popping" up in front of you at the last minute. We've developed a "level of detail" system which reduces terrain detail in the distance smoothly so that important terrain features are preserved, while subtle details fade out to maintain performance. Oh, and by the way, targets don't "pop" up either. If you can get a strong enough radar return, you can see targets out to the 80-mile limit of the F-16's radar scope. Since we've got a real campaign, we know what every vehicle in the game is doing all the time. If you decide to take an alternate route to your target or ignore your target entirely, that's fine. There will still be an interesting world with a war on out there. As was mentioned previously, Falcon 4 has been designed from the beginning to be a multiplayer game with a real-time campaign running all the time. One consequence of this is that war goes on 24 hours a day (in game time, of course). We've put a lot of effort into making sure that the night-fighting experience is just as intense as the daylight missions. A lot of little things go into making this happen. When the sun goes down, it stains the western sky crimson. The city lights begin to come on, and as night sets in, the stars emerge. If you're lucky, it isn't a moonless night, and you'll get some additional lighting in the target area when the moon rises. You'll have to keep an eye out for AAA and SAMs, but at night that job is a little easier thanks to the muzzle flash and rocket I've talked a lot about the terrain now, but what about the 3-D objects in the world? We've gone all out in this department as well. We've got several hundred air, sea and land objects from the U.S., South Korean, North Korean, Russian and Chinese inventories in the game. Each object has had its own textures individually drawn to capture specific details. The objects are dynamically lit by the sun and are Gouraud-shaded for a smooth appearance. We've built in hundreds of special behaviors like retractable landing gear, traversing and elevating turrets, rotating antennae and moving control surfaces to give each object a life of its own. We want to give you that deep-down feeling in your guts when you look out the window and see all the AAA guns tracking you. Dynamic Campaign EngineThe following is by Kevin Klemmick, Dynamic Campaign Engineer The Campaign is literally the heart of Falcon 4.0. It was the first code to be written for the project, and every aspect of Falcon 4.0 deals with the Campaign in some way. However, when people talk about Falcon 4.0's Campaign, they're generally referring to the "Dynamic Campaign" in which the player joins a squadron and engages in a virtual war. Over the last few years, "Dynamic Campaign" has become such a buzzword in the flight sim community that the term has lost most of its meaning. Since Falcon 4.0's "Dynamic Campaign" surpasses the current flight sims, our in-house title, "Virtual Universe," is more appropriate. In Falcon 4.0, there are tens of thousands of tanks, APCs, aircraft, ships and military personnel attempting to carry out orders from all levels within the military's organizational system including their battalion, flight lead or task force commander, brigade or package lead, division or squadron commander, and commander-in-chief. All of this action is happening in real time, and you can jump into it at any time without experiencing abstracted troop movements and limited objects. When designing the Campaign, my goal was to create a fully populated world that reacted not only to actions made by the player, but also reacted to chance occurrences made by the computer-operated pilots. I wanted a game that would run in real time like a real war and had the capacity to support dozens if not hundreds of players. My first step was to determine a way to run artificial intelligence on tens of thousands of entities simultaneously on an average PC, while still allowing enough processor time to run the graphics at a reasonable frame rate. The obvious solution was to lower the amount of entities that required thinking. We decided to use aggregated units and installations. An aggregated unit consists of a collection of vehicles or squads (between one and a few dozen) that operate together. Generally, Army units consist of battalions, Air Force units consist of flights and Navy units consist of task forces. These "units" receive orders as a whole, and they move and fight as a unit as long as no one is around to view them. When a player approaches an aggregated unit, the component vehicles are added to the sim and move and fight in view of the player. When a player moves away from these vehicles, the remaining pieces are placed back into the aggregated unit. Similarly, installations (or "objectives" as I call them) refer to a collection of buildings that have a similar purpose (i.e., an air base has a runway, some hangers, fuel tanks, etc.). These buildings are placed when a player nears them and are placed back into their parent objective when the player moves away. Since these objectives respond directly to a player's actions, a "player bubble" forms around any player in the Campaign as the aggregated units temporarily de-aggregate and interact with the player. At the same time, any and all damage inflicted by the player is recorded on the aggregated unit or objective; therefore, damage is permanent (or relatively permanent since the enemy can make repairs). So, if you decide to drop a 1,000-pound bomb on Seoul's Olympic Stadium, you'll get to view your handiwork whenever you fly by the bomb site in the future. More importantly, the vehicles are all performing tasks given to them by a commander and are, therefore, part of a larger plan rather than randomly scattered encounters. For example, if you shot down several enemy SEAD (Suppression of Enemy Air Defense) aircraft, the SAM (Surface to Air Missile) sites they were tasked to suppress would still be operational. Therefore, the enemy bombers that were tasked to fly over those SAMs may have to abort or take additional losses. Additionally, the enemy commander would probably end up having to task additional SEAD aircraft to do the task the first wave failed to do, creating a whole chain of effects. Of course, your commander is working under similar constraints--attempting to prioritize targets, analyze threats and determine timing to build the best possible ATO (Air Tasking Order). Your commander assigns aircraft to strike packages, adds SEAD or escort aircraft if deemed necessary and even may add BDA (Battle Damage Assessment) aircraft to verify the target's status. Meanwhile, DCA (Defensive Counter Air) aircraft are assigned to keep the enemy out of the player's airspace; AWACS, JSTAR and tanker aircraft are assigned to support positions; FAC (Forward Air Control) and CAS (Combat Air Support) aircraft are assigned to the frontline's hot spots, and so on. As an F-16 pilot, you can view the entire ATO as well as your squadron's role within it and choose to fly any mission your squadron is tasked to fly. Despite this ability, however, a game isn't quite a game if you are just "one" of hundreds of pilots and "one" of thousands of military personnel fighting in a virtual war. Sure, you can choose all the important missions and fly several more missions than a real pilot could, but even a successful player isn't going to have much effect on tens of thousands of enemy tanks. So, we decided to give your side a little "bonus" when you do well and a "penalty" when you do poorly. Basically, computer-controlled responses get a little better or worse depending on your performance. For example, if you successfully shoot up an armored column, additional strikes versus that column will be more effective, while the soldiers on the ground who fight that column will do better. This systemic response makes it possible for a player to turn around a potentially bad situation. Since the Campaign is operating in real time and the timing of the player squadron's flights is critical to the outcome of the war, we ran into a problem deciding what to do with the downtime between flights. In a single-player game, it's easy enough to compress time, essentially advance time until the player's takeoff time. However, Falcon 4.0's Campaign was designed as a multiplayer Campaign, and it's just not possible to have one player advance time while another is lining up for a bombing run. To solve this problem, we've allowed you to jump into any aircraft in your squadron (that is, assuming another player isn't already controlling it). You have the option of waiting until a particular flight's takeoff time and, therefore, you are able to make changes to the flight's flight plan and weapon loadout. Or, you can jump into an airplane currently in flight and join the action immediately. The multiplayer aspect of the Campaign is what truly fascinates me and is something MicroProse is dedicated to expand. Since the Campaign was not written around a single aircraft or vehicle, a player's ability to fly another aircraft, operate a tank or SAM battery is simply a matter of additional flight models, avionics and artwork. So, at first, you may only be able to fly F-16s cooperatively against a determined computer enemy, but you won't have to wait too long before there are player-controlled MiG-29s, Su-27s, F/A-18s and even more out there as well. Ultimately, we hope to run an Internet server so that thousands of players from all over the world can jump into the cockpits of a wide variety of different vehicles and play in a single game, and maybe someday even have a "real" human plan one side's air strikes as well as ground offensives. If we are able to globalize Falcon 4.0, then suddenly this "Virtual Universe" will become a lot more real! |