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. The recent release of
the demo has us all hungry for more. Here is a lookdown
cockpit shot..
Click for larger.
By the way, if you are running the F4 demo under Canopus
Pure 3d, add the line "Pure3D=gr3dfx.mpr" without the
quotes to the MPR97.ini file in the demo directory to get
the Pure3d working properly....
A few weeks back we fielded an interview to Leon
Rosenshein, Lead Producer for Falcon 4. This is one of the
most extensive interviews we have ever done, so we owe a
special thanks to Leon, Robin and the Microprose team for
the time they invested answering our questions! Below is
that interview, interspersed with shots you can click on to
bring up larger images...
Csim: Thanks for your time Leon! What is your relationship
to Microprose and the production of Falcon 4?
Leon: I am the Producer and Lead Engineer for the Falcon
4.0 project.
Csim: When was Falcon 3 released and what in your view has
made it a classic?
Leon: Falcon 3.0, released in 1991, set a new standard in
the flight sim industry. In my opinion what made F3 a
classic was that it was the first sim to provide a
significant amount of realism, along with a dynamic
campaign, and multiplayer capabilities.
Csim: It seems weve been hearing of F4 forever! How long
has it actually been in process? Why has it taken so long?
Leon: The team has been working on F4 for just under three
years now. The biggest reason it has taken this long is
that we've set the bar so high. We decided a long time ago
that just doing an SVGA upgrade to F3 would not be enough.
Every aspect of the game has been updated to reflect
today's technology, both in the A/C as well as the computer
running the game.
Colors become darker and subdued when flying under
a cloud, and correspondingly brighter when flying out
of its shadow into the clear. F-16's have the
appropriate "stealth" gold tint coating to their
cockpit canopies, and the other craft have a similar
attention given to their models.
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Csim: What are the design goals for F4?
Leon: In short, to make the most engaging, realistic
simulation of the F-16 available today. Our goal is to be
the best in every area of the game, including gameplay,
graphics, flight modeling, avionics, campaign model and
networking.
Csim: Can you put F4 in perspective for us, comparing it to
other Viper sims like F16, Back to Baghdad, etc?
Leon: As I said above our goal is to excel in every area.
While some games might have done one thing well (B2B's
avionics for example), no one has done everything well.
Csim: Have there been actual military people involved in
the production?
Leon: Yes, as with Falcon 3, Pete Bonanni, an F-16 pilot w/
the Viginia Air National Guard has been involved with us
since the begining. Also, we have been communicating with
several other military sources for our threat laydown and
electronic order of battle.
Csim: In what areas will F4 break new ground?
Leon: F4 breaks new ground in 4 major areas.
The first and most obvious is the graphics. We have applied
photo-textures to the entire theater of operations. While
some games have used satellitte data for their textures, we
have chosen to use aerial photography in order to get the
requiered 4 meter resolution.
The second is the aircraft/avionics. We have modeled the
F16C Block 50/52, with an accurate representation of the
AN/APG 68 radar and the Fire Control Computer that goes
with it. The radar has over 10 different modes, each
modeled in detail with its own stengths and limitations.
The third is the dynamic campaign. When flying in campaign
mode the war goes on continusly. There are no 8 hour
planning blocks, and things could change while you are
flying, and you could find youself re-tasked in the middle
of a mission. Also, time spent in the outside the cockpit
counts. You could be looking at the INTEL briefing for a
mission, and suddenly be scrambled to protect the base
against incoming aircraft.
The fourth major upgrade is the networking. F4 has been
designed from the ground up as a networked, multiplayer
sim. When you are flying there is no difference between
local and remote entities. By building around a DIS like
model we have been able to construct a networking model
that is limited by network bandwith rather than number of
players.
Csim: Tell us more about the F16 we will be flying. What is
significant about the Block 52 variant?
Leon: As I said earlier, the game revolves around the F-16C
block 50/52. The only difference between the two blocks is
the engine, the Block 50 has the GE engine, and the 52 has
the Pratt Whitney engine. The C model is the significant
part. The C has the newer AN/APG-68 radar, Aim120
capability, and the Harm Targeting System which allows the
F-16 to perform the Wild Weasel roll. In addition to that,
it has dual MFDs, and a redesigned cockpit from the A model
used in Falcon 3.
Csim: Design notes on F4 give us reason to expect top notch
modellig in avionics and flight modelling. How far has this
been pressed? Is it possible to induce a spin?
Leon: We've pressed the flight model as far as possible.
Pete Bonanni and his squadron mates have been flying the
game and passing the details back to us. It is possible to
both spin and deep stall the flight model, but it is hard
to do, just like in the real thing.
Csim: How much has real world physics been integrated into
the modelling? Will we be able to land on the runway if one
of our main gear is damaged and hold the aircraft until we
lose sufficient lift on the wing to keep the ac level?
Leon: We've put as much physics in as the CPU would hold.
You will be able to land on one wheel, and hold the other
side up, or land gear up completely, but in that case you
have to set it down much more gently, and the A/C will be
in the maintainance shop for a few days.
Csim: I understand radar modelling has received great
attention. How many modes will we have?
Leon: There are over 10 different radar modes. The most
important IMHO are ACM (Air Combat Mode), RWS (Range While
Search), GM (Ground map) and GMT (Ground Moving Target).
Each of these modes, as well as their sub-modes and the
other major modes has it's own stengths and weaknesses, so
knowing which one to use can give you a big advantage.
Csim: How will you make this sophisticated simulation
accessible to the novice? Are there training missions? If
so, how are they laid out?
Robin: (Robin Heydon, Senior Software Engineer) There are a
number of training missions that will introduce the
aircraft, its flight characteristics and tactical awareness
with the avionics. You will start with the introducion to
the flight characteristics like turn rates at varying
speeds, followed by landing and navigation. Then we show
you all the weapons systems and radars, and finish with BFM
(Basic Fighter Maneuvers). Oh and don't forget the
Air-to-Air Refueling.
Also, as a way to ease people into the game we have also
made sure to include three different levels of avionics,
starting with the arcadish "see everyone within 80 NM in
front and behind me", then a midlevel "see everything in
front of me", and then the real radar. Targeting is
similarly scaled, with easy modes auto-locking, and the
harder modes requiring the player to do the work.
Csim: How much of the manual will be devoted to ACM?
Leon: We are writing a whole chapter on combat tactics.
Pete Bonnani (Author of Art of the Kill) will be writing
this.
Csim: Lets talk about the AI. Will AI pilots use the same
flight model as the virtual player? Will they have
realistic loadouts and weight restrictions? Will they have
the same G force limits?
Leon: One thing we have done to enforce fairness is to use
the exact same flight model for all aircraft (changing data
as needed if course). Our AI thinks and acts like a pilot,
using the stick, throttle, and rudder to fly the plane, and
pushing the approriate switches to control the avionics.
Csim: Will AI pilots skill increase over time?
Leon: Yes.
Csim: Some simulations are now taking into account the
decreasing capacity of the pilot to withstand high g
forces. How have these forces and their effect on the pilot
been modelled in F4?
Leon: Yes, G load over time is part of the equation used to
calculate how "blacked out" a pilot is.
Refueling shots contributed by Pete Hawk.
Csim: Mid air refueling has come a long way this past year
and looks to be taking another step in F22: ADF. Will F4
take this on?
Robin: We have air refueling, and its hard. In the
Campaign, there will also be a tanker or two around for you
to refuel at, if you have need. However, the campaign will
not design a mission in which refueling is required. If you
move your waypoints it may become so, but that's up to the
player.
Csim: What kind of enemies will we see? Is the Microprose
team aiming to include the latest Soviet aircraft like the
Su 37? If not might we see some of these later?
Leon: The initial release will include aircraft and ground
vehicles likely to be seen in a current day Korean conflict
only. We are planning a Mig-29 add on, and the vehicle set
has not been finalized yet.
Csim: Will we see ground troops in F4?
Robin: Ground Troops are modelled within F4.
Csim: Interaction and flight control were strengths of
F3. How much control will a flight leader have over his
wingmen in F4?
Leon: Flight lead will have a large degree of control over
his wingman, both in his formation, as well as his actions.
The flight lead can designate targets, send off and recall
the wingman and change or re-arrange the formation.
Csim: Tell us about the command structure for a flight?
Will it be hot keyed or menu driven or both?
Leon: Both.
There are multiple radio channels for various
different elements in the game, like AWACS, your
flight etc. You can reduce the amount of radio
traffic by filtering these out, to the smallest set
of channels you require at the moment.
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Csim: Will we be changing radio channels to communicate
with ATC, FAC, AWACS etc?
Robin: There are multiple radio channels for various
different elements in the game, like AWACS, your flight
etc. You can reduce the amount of radio traffic by
filtering these out, to the smallest set of channels you
require at the moment.
Csim: How much interaction will the player have with the
flights he escorts?
Leon: All missions in the F4 campaign world are built as a
package. Packages can consist of escort, strike, SEAD and
recon elements. All elements of a package need to work
together to suceed.
Csim: iF22 broke some new ground in the area of ATC, and
DiDs F22 looks set to do the same. How is this handled in
F4?
Leon: F4 will include ATC for takeoff, landing, and ground
maneuver.
Csim: Intelligence plays a major role in real strategic
decisions. How will you give the player intel data in F4?
Robin: We have a whole Intel section within the campaign.
This will show you various troop moral levels and
strengths. We also have a continuous situation report as to
what targets are being attacked and captured by each side.
These are displayed as flashing dots on a small map, so you
can instantly see what areas the enemy is concentrating on.
Csim: Tell us about object and weapons modelling in terms
of physics and realism. Will we see moving turrets,
rotating antennae, pilots heads turning....? Will it matter
on which side a weapon impacts a tank?
Leon: As far as moving parts, we have turrets, guns,
elevators, swing-wings, antennae, ailerons, flaperons,
landing gear, speed brakes, etc. For A/C it matters which
side gets hit, since ordinance is carried on each side, but
it won't really matter for tanks, at least in this version.
F4 models each component of the A/C separately,
and each component takes individual damage.
Obviously, if you damage the radar then you are going
to have a problem with aim-120's, but if you're
careful you can still use your aim-9's. Damage to the
fuel system affects the engine, which in turn affects
the flying qualities, and so on.
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Csim: Damage modelling has been another big growth area as
CPU power has increased. What kind of damage modelling will
we see in F4? Will damage in one system affect another?
Leon: F4 models each component of the A/C separately, and
each component takes individual damage. Obviously, if you
damage the radar then you are going to have a problem with
aim-120's, but if you're careful you can still use your
aim-9's. Damage to the fuel system affects the engine,
which in turn affects the flying qualities, and so on.
Csim: In Activisions coming sim damage to the aircraft is
based on actual trajectory of the weapon and each part of
the aircraft is modelled separately rather than a
probability model. What will F4 model in this regard?
Leon: We use a monte carlo simulation to decide what damage
is done. The simulation does take into account the weapons
trajectory, but there is no gaurantee that the first bullet
will always damage the same thing. When the Air Force does
their damage tests with live fire the results are
probablilties, not absolutes.
Csim: Will we see secondary damage effects? For example, if
I destroy a building and a soft target is nearby will there
be blast effects?
Robin: There are secondary damage effects, and the blast
radius is taken into account. You can even see the blast
wave expand after you have blown up the original target.
Csim: What is your target in terms of maximum challenge to
the hardcore pilot?
Leon: We expect Falcon 4.0 to appeal to a wide variety of
consumers, especially the most hardcore pilots. Things like
mid-air refueling and the fully dynamic and real-time
campaign will appeal to the hardcore crowd. We also have
simplified radars and flight models to address the needs of
the novice flight sim players.
Csim: The screens look great. What can we expect in terms
of resolution options and detail options?
Robin: We can run anywhere up to 1600x1200 at the moment,
although the video card and monitor to do that is very
expensive, and frame rate is lower, we have that ability.
We have multiple visual sliders that alter the ammount of
visual texturing, alpha blending, terrain detail, object
detail etc...
We have a full weather model in the sim, with
weather moving accross the map as time progresses.
Wind is modelled as part of the weather model.
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Csim: Will we see light source shading?
Leon: Yes.
Csim: Will we see a wind model in the sim? What about
weather?
Robin: We have a full weather model in the sim, with
weather moving accross the map as time progresses. Wind is
modelled as part of the weather model.
Csim: Frame rate is often a snag for the newest
simulations, but with Voodoo 2 and other new 3d
technologies in the offing F4 is touching down at a good
time. What can we expect to see in real nos. with all
detail options on running on a P166 with 3dfx? What will be
the recommended system?
Robin: We are currently running about 12-15fps on that type
of system, and we haven't finished optimising yet...
Csim: Support for D3d is a given. Will there be proprietary
support as well?
Robin: We have support for all cards that are supported by
D3D. Also a number of video card manufactures are helping
us develop custom drivers for proprietary support. This
will allow us to use more features than a D3D driver would.
Currently that list includes 3Dfx and the Permedia II
chipset.
Csim: Will WIN95/98 take a lot of overhead that DOS game
don't have? Will we be able to easily ALT TAB to win95 to
continue Win95's multitasking or will F4 take all necessary
resources to run?
Robin: We are a huge application, and Windows 95 takes up a
lot of space. The biggest problem is memory. Windows
virtualizes all memory, so getting to that memory sometimes
takes a lot of time. Once we are in memory however, things
run smoothly. We do not recommend running any other
software while running F4, since they would take up our
valuable memory. And since we don't recommend running other
software, please don't ALT TAB away. Obviously the game is
so good, you probably want to have us startup automatically
when you reboot you Falcon 4 PC.
Csim: How will new technologies like AGP impact F4?
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.
Click for larger...
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.
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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.
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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.
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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.)