European Flight Sim Convention 1999
By: Kurt 'Froglips' Giesselman Date: 1999-12-08 When I read there was going to be a flight sim convention, almost in my own back yard (just across the channel), I thought it was a great excuse for me to visit with a few of my online flying buddies and check out some new sim stuff. I didn't know what to expect at a flight sim convention. Would the latest releases of flight sim software be offered? Would there be any bargains on older software? Would there be any hardware manufactures to ask about their latest developments in HOTAS and flight sim accessories? Would the hardware manufacturers have any of those 'show specials' on a hot HOTAS? Would any of the big name producers (Microsoft, Microprose, DI, SSi) be showcasing their newest simulations and those under development? Can you say, "All of the above and more?" The minute my buddies and I walked in the main entrance to the show we knew we had come to the right place.
There were piles of equipment and software everywhere. I could see FS2000 and Flanker 2.0 up and running on hands-on-demos. We looked to the right and saw a huge display by Abacus showcasing their huge selection of add-ons for Microsoft's FS98, FS2000, and Combat Flight Simulator. Ahead of us was the CH Products display with a full assortment of HOTAS and yokes. We hadn't even made it two feet inside the convention. There was even more in the next room where F/A-18 was up and running right next to the Suncom display with prices too good to be true. In the center of the room Microprose was running B-17 II and Gunship III. We frankly didn't know where to start. I couldn't help but notice the prices Suncom was offering on their F-15E Talon and their SFS Flight Controller and SFS Throttle. John Sage of Suncom told me that they had really rolled out their best prices for the show. I asked him what was coming down the pike from Suncom for the new Millenium.
John told me that they were working hard to bring out their new USB line. He told COMBATSIM.COM™ that the new USB SFS throttle would have both game and USB ports. They are working on the new USB F-15E Talon. Suncom's product development is still on target for both these products to be released in the early half of 2000. The split throttle really is coming into its own with the release of simulations like F/A-18 from Digital Integration.
Right next to the Suncom display was Digital Integration running their new simulation F/A-18 in all its glory, with its fully clickable cockpit, beautiful graphics, twin engine, and carrier landings. F/A-18 was set up with a Suncom rig to take advantage of the split throttles. I picked up a box and read "As used by the U. S. Navy," written across the top. I asked, "What the heck does this mean?" I was told that a specially modified version of DI's F/A-18 is used in early pilot testing by the Navy. Incredibly, the only change required by the Navy was modifying the software to split up the normal view to drive three monitors positioned to give the future Navy aviator a more panoramic view than us poor sods with only one monitor. Our next stop was the Abacus table that was groaning under its load of Microsoft Flight Simulator (98 and 2000) and Combat Flight Simulator (CFS) add-ons. The recently released Wings over China was clearly the hot seller.
I was fortunate to meet Arnie Lee, head of Abacus. He told me that he hopes to add several more expansion packs to the CFS in 2000. Abacus has been working on Tuskeegee Flight and plans to release this in mid Q1. Arnie said he would like to do more in the Pacific Theater. He could not name anything specific but you can bet that if he thinks it is a good idea then it will happen. We visited the CH Products booth where Kath Hills walked us through the broad CH product line.
They had their new two lever USB Flight Yoke for sale and a working prototype of the three lever USB Flight Yoke to be released early next year. She said that the new USB throttle should hit the shelves at about the same time the yoke does. As long as they arrive in time for B-17 II, I will be happy. Kath told COMBATSIM.COM™ that their customer survey had been very successful and would help them guide their coming generation of HOTAS, yokes, throttles, and rudder pedals. Our stop at the Microprose display had to be one of the many highlights of the show. MP was running early versions of B-17 II and Gunship III. I had the opportunity to fly both simulations and I have to say that these are going to raise the bar again in 2000. I was fortunate to be able to fly B-17 II (and several other aircraft modeled in this sim) at length and get a thorough tour around its remarkable interface by no less than the game's producer. He was quick to point out the parts of the sim that are still under development like the terrain art and mission builder. Aside from the areas that are still to be finished the rest of the sim looks gorgeous. Flying through the clouds was totally real. You can really hide in the clouds (and lose track of your flight as I managed to do). Looking through the bombsite through moderate cloud cover was spooky. I felt like I was watching an old newsreel.
The damage modeling is simply the best I have ever seen. The interior shows smoke damage after there has been a fire, shattered Plexiglas (and dead crewmen) from AAA and enemy fighters. I could see the wing fuel tanks and struts through the wing's shredded skin! The twin-skin technology and damage modeling is unique and incredibly detailed.
In this development version I saw all the potential areas for damage as data which made it easy to see how a strafing had shot up my B-17. In the finished version a visual inspection of the fuselage will be required to spot damage, along with reports from the maintenance crew. The pilot has to decide what should be repaired based on available spare parts, number of aircraft out of service, and the needs of the campaign. Wow! There are several flyable aircraft in B-17 II including a P-51 which I tried out. The flight model was excellent ("here are no plans to dampen down the spin and stall characteristics, except at the lower realism levels. The exact magnitude of any changes to the flight models for the lower realism level have yet to be worked out, and will be assessed during the gameplay testing process," Iain Howe). I even had an opportunity to test out the damage modeling when I bent the prop trying to fly too close to the ground. The cockpit was very detailed and will be fully clickable in the finished product.
B-17 II uses full bump mapping. Wayward has chosen to do everything through DirectX 7.X (no T&L). This yields high performance on current graphic cards. This development version of the program was running on a PII 450 with 128 meg of RAM and a TNT2 Ultra graphics card. The Voodoo3s have been tested and perform well too. Everything was smooth as silk with eight B-17s in my flight (Wayward plans to tweak this up to full squadron strength so you can jump between 12 aircraft). The release date is still targeted for Q1 2000 so save your pocket change folks. Gunship III…..IT HAS TREES!!! What else can I say? No more slinking behind hills, searching for cover that is sparse at best. IT HAS TREES! The flight model seemed up to snuff, although it was hard for me to gauge with the Microsoft Twist-o-Flex joystick. I just cannot fly a chopper without throwing my body around like someone having a fit. This style is not a good match to the twist rudder of the MS product.
This demo was a very early development version of Gunship III with no damage modeling for your helicopter. I could fly into trees (I did), crash into the ground (I did), even Kamakazi into enemy armor (I did that too) without the impervious Gunship even getting a nick. The MP person that was helping me try to keep in the air said that there was a newer version of Gunship III in internal development but that it had not made it to the show in time to be shown as a demo. Speaking of helicopter control setups, have you ever heard of Copy Cat Controls? If you haven't and you are a hard core helicopter simmer, then reach for you credit card, partner, because I have the ultimate helicopter HOTAS to show to you.
This setup is based on the excellent Saitek 2000 joystick. The stick has been heavily modified, all with the approval and blessing of Saitek, into a fully adjustable helicopter HOTAS with rudders that plugs into your normal joystick port. And I mean fully adjustable like you have not seen before. I watched the Copy Cat Control setup be adjusted to work with a twelve year old kid then a six foot plus tall adult. Everything is metal, everything moves. The throw of the stick is fully adjustable from tight for a modern helicopter to loose for a WWI fighter. The setup includes mounts for your monitor, optional mounts for a keyboard, MasterPilot, or just about anything else you can dream of. You supply your own chair, which I consider to be a big plus. There are a whole range of attachments for this setup including an adapter for your standard joystick and throttle, mount for racing wheels, and several free form mounts to add PC Dashes or whatever else your heart desires. I was very surprised at how reasonable this all-metal setup was priced. It is on my Christmas list to say the least!
We finished the once-around-the-show with a stop at TLC/Mindscape/SSi. As you might guess, their display was piled high with Flanker 2.0 boxes. I was lucky to find Jim Mackonchie, Managing Director for The Learning Company in Europe, manning the booth. Jim loves flight sims as much as anyone I have ever met. We talked at length about Flanker 2.0 and the future of this series and flight sims in general. Jim and Mindscape/SSi are really trying to stay in touch with their customers. I was impressed that Jim was aware of virtually all the current problems in Flanker 2.0 and could tell me that their team was working hard to correct them with a minimum number of patch iterations. The best news he gave me was that SSi is looking at changing the multi-player mission planning process to the master-slave setup that Flanker 1.5 used. These guys are really listening.
The work on Su-39 is continuing along with the Su-27 patch process. Jim assured me that patching Su-27 and creating Su-39 are not mutually exclusive projects and that they build on each other very well. I thanked Jim for a great sim and asked him what was after the two Flankers. He gave me a sly grin and said he couldn't tell me but he guaranteed that I would like it (I told him I was a mud mover). For some of the latest screens from B17 II go HERE |