On my first pass through the town I was so busy oggling the scenery that I
cracked head first into a building. The noise was terrible, and as I died I
was switched to an outside view and I saw my machine flip over and then hit
the ground below. It was now in two pieces. In a later mission I took two hits
and went down and then saw the machine take another hit. The burnt shell bounced
into the air from the impact and then settled again.
Hmm.. better try that again. Back into town, decided to hover near a church
for a minute when a European looking auto ambled past! Can't have that so I
took him out... a minute later another one came around the corner! The explosions
and effects are SUPERB. Hit anything within 75 yards with a rocket and about
50% of the time you WILL take collateral damage.
Another time I was panning around my chopper in an outside view, and I noticed
some movement in the canopy. YIKES! The guys had come alive! They were turning
their heads and following something..... These things get scary sometimes.
The physics in this sim appear to be superb. The example above gives you an
idea, but you will also see the chopper bounce on landing, and you will feel
the compression from the shocks. Its quite amazing. Dynamic lighting is superb,
and rockets have NEVER been so much fun! Launch a hellfire and you will see
the usual arching trajectory.
As you would expect given these screen shots, object
detail is very high. I don't know how many polys go into the choppers, but I
would guess it could be 50% higher than the choppers in Longbow 2. But my big
surprise came when I checked out the graphics options and selected SUPER HIGH
res. WOW!! At 800x600 the stakes really go up. And I really couldn't see a frame
rate loss! Will you be able to run 1024x768 under SLI mode with Voodoo2? I suspect
the answer is yes!
>Now to the heart of the matter. Team Apache does beg for comparisons, but not
to Longbow 2. Rather, this sim is JSF with a dynamic campaign. Avionics are
somewhat simplified compared to Janes Longbow. Getting excited yet? Ok, its
Janes F15 but with choppers.
Now F15 doesn't have a dynamic campaign in the usual sense of the term (see
our interview for a detailed explanation), but it does have an unusually detailed
command structure, allowing for far more interaction and control than one usually
has. JSF allowed an unusual degree of control also, but F15 surpasses it.
Team Apache splits the team into lead/wingmen pairings with a maximum of three
such pairings. Lead is always in Pair1. As lead you can issue commands to the
team over one of four channels. Channel 1 addresses Pair 1 only, channel 2 addresses
pair 2, channel 3 pair 3, and channel 4 address all pairs.
Virtual cockpit. Its a good one! Click for a rocket attack!
Under this hierarchy you can order pairs to help other pairs, engage current
threats, engage mission primary targets that are in sight, engage targets of
opportunity, engage all targets, suppress current target, ignore threats, engage
MY target, follow the briefing, wait here, take over LEAD, cycle waypoints,
check status, ask leader for his position, and communicate with the rescue chopper.
Team Apache also allows you to preset 2 alternative formations to which you
can switch at any time during a mission.
Now remember, all this is factored into some very life like pilots. We asked
Bryan Walker about the moral conditions in an interview last year:
Csim: Tell us about the leadership
factors built into Team Apache?
Bryan: The biggest challenge
will be to manage the aircrews and maintenance personnel. TA's environment is
completely interconnected. Some aircrews can be flying while others are on alert
and others sleeping. The same applies to the maintenance section, who can be
repairing aircraft while others are deployed. It's up to the player to decide
which pilots to deploy, how they're paired, which aircraft to put them in, and
how to allocate the maintanence manpower. Badly-damaged airframes can be cannibalized
if need be, or Partially-Mission-Capable aircraft can be sent on missions.
Working the pilots or maintenance
personnel too hard can result in mistakes, crashes, and reduced effectiveness
of the entire unit. It really becomes a balancing act for the player, deciding
which missions to focus on, arguing with the "Head Shed" about priorities and
timescales, and looking out for his men while still accomplishing the objective.
Csim: The AI that factors
in experience, moral, and team cooperation must be quite sophisticated. Can
you tell us some of the nuts and bolts of the design?
Bryan: Each "Artificial Pilot"
is rated in 21 different categories, including technical and personal traits.
Compatibility between crewmembers can come to the fore, particularly once Fatigue
and Morale come into play. Some pilots will prefer different weapons in different
circumstances, while) others excel at night missions. The outcome of specific
missions and the progress of the campaign in general has effects on not only
the morale issues, but can have a great deal to do with the player's status
as a commander.
If the success rate is high, then
the player will have more leeway in mission selection and supply requests. If
the success rate is low, then the top hats won't put up with a lot of guff while
debating a mission's priority. The loss of an aircraft or pilot can have a devastating
effect on a unit, and the rescue of missing aviators becomes a priority when
a bird goes down. On top of that, the pilots can occasionally receive "Dear
John" letters and such, causing their morale to sag. It's up to the player to
decide how to cope with these issues, and it's no small task!
Csim: I understand that these
moral and cooperation factors will extend beyond the pilots to crew chiefs and
mechanics! How does this actually work? What tells me that my mechanic is tired
of fixing my chopper? Will there be dialogue choices for example?
Bryan:
The pilots' tent and crewchiefs' tent have interfaces that allow the player
to view estimate the fatigue level and guage the moral level of the personnel.
The pilots can be examined individually, while the crewchiefs are viewed as
a unit. The "platoon seargent" of the crewchiefs will pass along advise at critical
junctures if the maintenance personnel are ready to drop, and senior pilots
will also offer input when a change in assignments should be considered.
We also asked Bryan to comment on the damage modelling.
Csim: Damage modelling is another
growth area in sim design. What will we see in Team Apache in this department?
Bryan: The damage modeling is
somewhat unique in that damage affects can have a trickle-down impact. The helicopters
are modeled as virtual systems, with interdependencies() affecting major and minor
subsystems. There are 100 different initial damage effects, and these can trickle
down into many more depending upon the severity of the hit, the location of
the hit, and the flight profile of the affected aircraft.
Damaged rotors can buckle if the
player tries to fly too long or over-G them. Tail rotor damage can take several
forms, from loss of thrust entirely, to fixed-pitch malfunctions, to having
the driveshaft sever, and so forth. Players are going to have to learn how to
operate the helicopter in all regimes, as well as learn to diagnose different
malfunctions and do what it takes to get the helicopter back in one piece.
As if all this weren't enough, I flew an escort mission and when we got to
the crash site I watched the Blackhawk land. A moment later a single figure
went running across the grass to the Blackhawk. These guys are fairly articulated
and its really something to see.