MiG Alley: Interview with Rod Hyde and Jim Taylor
By: Select Article Author Name
Date: 1998-02-06
MiG Alley is based on the Korean War: 1950-53. It was the
first conflict that saw major jet v jet dogfights. The
conflict also saw some jet v prop encounters. Among the
many aircraft included, the game concentrates on the
following:
- F86 Sabre
- Mig15
- F84 Thunderjet
- F80 Shooting Star
- B29 (big bomber)
- F51 and F82
The player will be able to pilot all the above aircraft
except the B29.
Q: Who is involved in the production of Mig Alley?
Rod:
Game Design: Rod Hyde
Mark Shaw
Lead Programmer Jim Taylor
Lead 3d programmer Paul Dunscombe
3d programmer Robert Slater
UI Dallas Morrison
Comms Andrew McMaster
Flight model Andrew McRae
ACM Rod Hyde
Andrew McRae
Lead Artist Andrew McCann
Artists Toks Solarin
Richard Jones
Landscape Data Prep Amanda McCann
Chris Jones
Ian Hardy
Network, hardware, support Dave Whiteside
Jim actually codes the AI.
Q: 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.
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.
F86 Photo
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
Cockpit from MiG Alley
MiG Alley uses a new Rowan engine, and 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.
Q: 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 P51 was involved in ground support
and truck and train busting.
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.
Q: 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.
Q: What can we expect to see in terms of AI opponents, both
in the air and on the ground?
Rod: In the air, team work is the most important thing. The
Americans were the masters of mutual support. This is why
they managed to take such a toll of the numerically
superior MiGs which were slow in adopting such tactics.
In MiG Alley, the Player must learn how to work closely
with his fellow pilots. Teamwork ensures survival. There is
a lot more to say in the AI and ACM area. Perhaps we can
come back to the subject in a month or so.
Q: What weapons will be available to the F86 pilot?
Rod: The F86 is primarily a fighter and the only aircraft
capable of matching the MiG, so generally it will carry no
external weapons and will rely on its 6 internal machine
guns. The F86 could be fitted with rockets for ground
attack work but an F80 or 84 would be a better choice.
The MiG had cannon and machine gun. The cannon packs a
punch but it is slow and it's difficult to get another
fighter in your sights if he is aware of you. One hit from
a MiG was generally enough to down a Sabre. On the other
hand, the guns on the F86 were
Q: The watchword for the sims of 1998 has to be "detail."
What can we expect to see in weapons and avionics detailing
in MiG Alley?
Rod: The weapons are modelled on the actual weapons used:
rockets, machine guns, cannons, bombs, napalm.
Film footage has been studied in an attempt to get
realistic effects. We will also be simulating the weapon
and instrument panels in the cockpit. This includes weapon
selection, damage indication and the gun-sight. You will be
able to dial in the wingspan to set the gun-sight up
correctly.
Q: Flight modelling in Flying Corps was excellent! It
sounds like the goals for MiG Alley are even more
ambitious! Tell us about the modelling.
Rod: The aircraft in MiG Alley are capable of realistically
simulating many characteristics such as flick rolls, spins,
aileron reversal, adverse yaw, slipstreaming, stalling etc.
Many aerodynamic and inertial effects such as
aeroelasticity, wing sweepback, dynamic coupling,
compressibility are modelled. Real life aerodynamic data
has been used to correctly couple all six degrees of
freedom. In each case the characteristics of the aircraft
have been carefully adjusted.
With respect to the MiG Alley software the job of the
flight model is to receive player inputs, then output
aircraft position, velocity, feedback and instrumentation
data. The model is executed every 30 milliseconds,
independently of the display frame rate. Within each
execution the following processes occur:
- Receive player inputs
- Obtain ambient atmospheric conditions including wind
and gust vectors
- Perform propulsion calcs (thrust, engine speed,
reaction torque)
- Calculate aerodynamic forces and moments
- Calculate inertial moments (caused by aircraft
rotating, mass distribution, gyroscopic effects)
- Integrate to get new velocity and position
- Calculate instrument parameters
On the ground, undercarriage tyre and leg suspension forces
are modelled to make the aircraft's attitude, speed and
position respond realistically to terrain geometry, engine
thrust, player brake, steering and control surface inputs.
You will observe the aircraft in Mig Alley tilting in
response to acceleration, braking, turning and even wind
gusts. In Mig Alley, if you taxi too fast and turn hard you
will find you lose control as the aircraft skids.
Propulsion has two modes of operation. You can control the
engines throttle setting, as a real pilot does. Or, you may
simply control the engines thrust output. For prop
aircraft, blade element theory is used to determine
thrust/braking and reaction torque produced by the
propeller. Engine reaction torque is passed to the
airframe.
Cockpit from MiG Alley
Atmospheric conditions vary from day to day in MiG Alley.
Obviously pressure and temperature change with height. Wind
and gusts are modelled three dimensionally. All these
effects are included in the aerodynamics and propulsion
calculations. Try landing a shot up Sabre on a dodgy
airfield in a heavy, gusty crosswind without skidding down
the runway sideways.
One of the major development objectives of the flight model
was to achieve a high degree of accuracy in the
performances of the MiG 15 and Sabre aircraft. A key
feature of this objective was to ensure that the relative
performances were true to life. Reports produced by pilots
actually involved in the conflict and flight test / wind
tunnel reports released by NACA (National Advisory
Committee for Aeronautics) have been analysed and
incorporated into the model. The data obtained, from our
sources, has enabled us to achieve a superior level of
accuracy. Some of the conclusions related to the relative
performance of the Mig 15 and Sabre:
- Generally the MiG 15 can outclimb and accelerate away
from the Sabre.
- Above 30,000 ft the MiG 15 is faster than the Sabre.
- The MiG's ceiling is estimated to be 5,000 ft higher
than the Sabre's.
- Below 30,000 ft the Sabre can out turn the MiG 15 in
level and diving turns.
- The Sabre can out perform the MiG 15 in a sustained
dive.
- Below 20,000 ft each aircraft's level top speed are
similar.
Other flyable aircraft (at present) are the Thunderjet
(F84E), Shooting Star (F80C) and the Mustang (F51D). Note,
three Sabres are modelled (F86A, E, F) and two MiG 15s
(original and the bis). The model can accurately simulate
these aircraft as well, but, compared to the Sabre and Mig,
less effort has been made in fine tuning all the hundreds
of parameters.
Q: Have you had any Sabre veterans fly the model?
Rod: In March 97 we visited Mark Hannah of the Old Flying
Machine Company at Duxford Aerodrome. He flies a range of
old jets and prop aircraft including the F86 Sabre and MiG
15. He gave us some tips including some unusual handling
characteristics in steep turns. We hope that he will be
able to fly the model this year. However, he is very busy
during the summer and that is when we need him! We are
actively looking for "test pilots." If anyone out there has
experience to offer....
Q: Damage modelling is a large growth area in sim design.
What will we see in MiG Alley in this department? Is it
possible to collapse the gear of the Sabre or blow a tire,
and will we ever climb in the cockpit only to find an
instrument failure?
Rod: Part of the game is asset management, however we will
tell the player which aircraft are unavailable. It would be
too frustrating to wait for the 3d session to be set up
only to be told that your aircraft is useless. After all
this is supposed to be a game!
Damage can be much more specific in MiG Alley. For
instance, wings can be damaged in different places and to
different degrees: in damaging a wing, you could cause
damage to the gear or weapons. It is possible to collapse
the gear or totally rip it off.
We haven't decided about tyre blow out yet. However, I
think they were frequent occurrences during the conflict.
Damage will be indicated in the cockpit in a realistic way.
For instance, low oil pressure if the engine has taken
hits.
Q: What will resource management look like? Will it include
pilot resources also?
Rod: The player doesn't have to manage every aspect of his
resources. The computer will set up a reasonable set of
default missions each day. However if the player wants to
develop his own strategy he will have to manage about 80
aircraft and a similar number of pilots. Each aircraft can
do up to two combat missions per day.
We will have squadron management that expands greatly on
that seen in Flying Corps. The pilots will have more
character traits than before, like leadership ability,
formation keeping and support. The player will have to mix
the right pilots together to get an effective team.
Q: Will MiG Alley include a virtual cockpit? What about
fixed views?
Rod: Fixed views will be locked positions of the virtual
cockpit. A 6 o'clock view will be available but it won't be
an owl head view.
We prefer to avoid the old fashioned bit-mapped cockpits
because they tend to limit the number of screen resolutions
that the player can use.
Q: The auto internal/external padlock switching in Flying
Corps was innovative and is well liked by many players. How
is the padlock modelled in MiG Alley?
Rod: The aircraft in MiG Alley only have guns and so they
have to get close. At this stage then we are planning to
use the same system as used in FCG. However this is one of
those areas that could get changed at the end of a project
when we can tune the dogfighting.
In MiG Alley the padlocked cockpit view will probably be
the same as the fixed views. In Flying Corps the padlock
view simulated the pilots sitting up and forward and so it
was different from the fixed view.
Q: One cutting edge of sim design is dynamic campaigns.
Flying Corps gave us a semi-dynamic system, will MiG Alley
do the same?
Rod: We are aiming for a near-total dynamic system.
Q: Tell us about the campaigns.
Rod: We have covered the start of the conflict in 1950 with
a sequence of small contained mini-campaigns. The face of
the war changed constantly throughout this year and we felt
that approaching each key turning point as a separate
campaign was the way to go.
The mini-campaigns cover such moments as the North Korean's
initial shock invasion of the South, the UN's desperate
defence at the Pusan perimeter until the Inchon landing,
the Chinese Intervention and UN retreat from North Korea,
and the appearance of MiGs in MiG Alley.
Moving onto 1951, we have the 'Spring Offensive', the main
Campaign that covers the period from January to July when
the Reds are preparing for their big offensive. UN ground
forces have managed to stabilise a front line and the war
could now go either way. During this campaign, the player
takes on the role of Supreme Air Commander who must manage
the entire UN effort in support of the ground forces. This
covers the whole country and every aspect of warfare.
By '52, the war turned into a bloody stalemate with both
sides trying to gain advantageous positions before the end
of the peace talks. During this period, the player is given
the chance to fly special 'Gold' missions, an example being
an attack on a Hydro-Electric dam.
Q: How much control will the wing leader have over his team
when in action, both for single player and multiplayer
modes?
Rod: Before takeoff, the player can define how he wants the
aircraft to support each other in the air, rendezvous areas
etc...
This is the first game in which we will implement a menu of
detailed radio chatter. This gives the player total
control, allowing him to select how and when his team
engages the enemy or breaks. The radio menu can also be
used to summon aid from other aircraft in the area, and
request information from various ground and base
controllers.
Example: an aircraft is hit and the pilot is uncertain of
the mount of damage to his aircraft. He may request that
you look his aircraft over. Via the menu you can tell him
which parts of his aircraft have visible damage.
Q: How much integration of the ground war will we see?
Rod: We have active battle areas. Troops march to positions
using the safest avenue of approach, then attack or defend
them. Armour and artillery are featured. Troops will react
to the presence of UN aircraft. Communist troops may try to
hide or scatter for protection. CAS will be very exciting.
The battle area can become very confusing and the player
will never be quite certain if he is attacking a UN or
Communist held position. Luckily, Mosquito liason aircraft
patrol the zone and can help you out.
Q: Describe the AI implementation for ground units.
Rod: We are putting a lot of effort in this area and so we
would like to say more about it in about a month's time.
Q: How will intelligence rules and fog of war be modelled?
Rod: Limited Reconn was available during the conflict and
Intelligence suffered as a result. The Reds would protect
targets from continued attacks by making them appear to be
more damaged than they were. The Player cannot trust his
intelligence all of the time.
Q: Will the player have an impact on the enemy campaign by
taking out supply convoys?
Rod: Definitely. This forms a large part of the game. A
great deal of UN air effort was dedicated to stopping the
flow of supplies to the front line by hitting bridges,
trucks, trains, depots etc...
We have created logic for a supply network that emulates
the tactics of the brilliant Chinese logistics planners.
Supplies are constantly re-routed to avoid choke points,
and hidden from the attention of UN pilots. The player will
have to keep pace with the constantly evolving tactics of
the Logistics planners.
During research, we were astounded to learn of some of the
more bizarre methods used in the protection of supplies and
these will definitely be featured in MiG Alley. Prepare to
be amazed!
Q: Will MiG Alley include a Mission Planner?
Rod: The campaigns revolve around the map screen which is
essentially a Mission Planner. In addition to the campaigns
there is a configurable quick start option. It should take
only a few seconds to set up a mission.
Q: When the player enters a campaign will he start out as a
wing leader, or will he have to complete some training
first?
Rod: In the Mini-Campaigns that introduce the Spring
Offensive, the player will have to get promoted to leader.
In the 'Spring Offensive' he is in overall charge and can
fly in any position.
Q: The graphics engine for Flying Corps eventually became
state of the art. What are some of the key features for MiG
Alley? Will we see light source shading, dynamic lighting,
blast effects? Are there any surprises?
Rod: Any forthcoming suprises won't be revealed until you
play the game! There will be light source shading for 3d
cards, which should look particularly spectacular at night.
Smoke and explosion effects are much more realistic than in
Flying Corps and will set new standards. In addition to
that we have lens flare, napalm, very long contrails and
much more...
Q: The terrain modelled in Flying Corps was basically flat,
where Korea is mountainous. How will this affect both the
look of the sim and the tactics of gameplay?
Rod: The Somme is very flat but the Verdun area (Hat in the
Ring) does have an altitude range of 1500feet. Have you
noticed on the User Group that some people think the Somme
is hilly and we didn't simulate it correctly! It made me
smile. Korea is hilly and we should have done it first so
the people could cope! Seriously, one of the reasons that
we left Korea for so long is that we were waiting for the
hardware to be fashioned to allow us to do it right!
Q: What will be the maximum resolution? Is there
proprietary support for 3d chipsets?
Rod: Maximum resolution will be hardware dependent. If you
have the hardware you can run up to 1600x1200 under
Direct3d.
Q: MiG Alley will model wind and even atmospheric pressure,
another ambitious dimension of the sim! What is like to fly
in?
Rod: It is too early to get a good impression.
Q: Will we also see weather modelling?
Rod: Rain and floods should be present.....
Q: What kind of detail will we see in sound modelling? Are
sound effects based on digital recording?
Rod: All sound effects are from real digital samples and
are modelled to fit the 3d world to add to the illusion of
being there. In the past we have experimented with Q Sound
and we will be looking at Dolby this year.
Q: How will you make the sim accessible to the novice? Will
we be able to select levels of realism in flight, avionics,
enemy AI?
Rod: The quick start missions allow easy access. The
mini-campaign gradually introduces the player to the
complexities of the game. Even in the Spring Offensive,
default missions are provided. However the player can
change as much or as little as he wants.
Click for 1152x868.
Q: What about multiplayer support? How many players will be
able to connect in one mission on the internet? Will there
be a "capture the flag" option as well as coop missions?
Will multiplayer campaign mode be available?
Rod: Flying Corps Gold comms allowed death match and team
play on a limited number of missions for up to eight
players. The following extra features are required for MiG
Alley:
- campaign option
- user defined missions
- more reliable Internet play
- co-operative play
- saving sessions
Death match and team play on a limited number of missions
should also be available. We are producing a design which
will incorporate all the above extra features. Full
campaign Internet play will be available on the first
published version. Network, Wireplay, modem and direct
connect will be handled by the Internet design. The design
will not require a separate server however we will design
so that the aggregator can be on a different machine from
the host. Players will be able to play the Internet game
for the cost of their telephone charges. We will be using
the proposed EI Lobby service for the initial Internet
connection.
Q: What about the future? What kind of expansion sets will
we see? Might there be new aircraft added also?
Rod: It is too early to say. We issued Flying Corps Gold
only 10 months after Flying Corps. This was due to
exceptional circumstances. 3d cards came just too late for
Flying Corps and the comms were rewritten for Wireplay. I
know we patched FC but in the meantime we had added so much
more to Flying Corps including a comprehensive Mission
Editor that we decided we had a new product.
At this stage I cannot see that we will be replacing MiG
Alley within a year of publication. However we are
committed to support our games and so there will be
patches.
Q: When can we expect to see the sim?
Rod: August, 99.
Q: What do you expect will be the minimum system
requirements?
Rod: Pentium 166. We have made some changes to allow slow
machines to paint flat polys.
Q: What can a player running under the present generation
of Voodoo chipsets on a P200 at 640x480 and 16 bit color
expect for frame rate?
Rod: There will be a much wider range of graphic options to
allow the user to choose his own frame-rate. Up to 33
frames per second is possible with our system.
Q: Thanks for taking the time Rod and all the best with MiG
Alley!
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