An Interview with Tucker Hatfield of Sierra on Aces: X Fighters - Page 1/1
Created on 2005-01-07
Title: An Interview with Tucker Hatfield of Sierra on Aces: X Fighters By: Dan Dimitrescu Date: October 30th, 1997 1347 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Click the image for a larger shot..
Aces: X Fighters is one of the interesting prop sims on the
horizon for the spring of 1998. Likely you've already read
a preview in Computer Gaming World or somewhere on the net.
This sim is looking hot! I know, you hear that often, but
perhaps that is because the level of complexity and detail
in so many sims this year has achieved new heights.
Remember too that Dynamix has been "part of the Sierra
Family" since just after Red Baron. Dynamix was responsible
for Aces of the Pacific, the 1946 add-on, and Aces Over
Europe, so they are far from newcomers to this field. The
programmer who is doing the flight model for Aces:XF work,
was the flight model programmer for AOE and worked on the
original conversion of the Red Baron Flight model to AOTP.
Recently PC Gaming of Romania shared with us their
interview with Tucker Hatfield. Here is that dialogue:
PCG: - What is your role in Dynamix and in the AXF project?
I've spotted you in my AOE manual as "Quality Engineer".
Can you describe yor work ?
Tucker: I've been with Dynamix for over 5 years. I started
as a QA tester on AOTP, and was team QA Lead the 1946
add-on and for AOE. Since then I've done tons of cool
things, including being Designer for the Aviation Pioneers
multimedia reference work on the Aces Collector's Edition.
Now I'm an Assistant Director, which means I do whatever it
takes to get a project to actually ship, from deal with
contractors to writing readme files. On X-Fighters, I've
gotten to come up with lists of aircraft and technologies
we are modeling, design the core of the campaign system,
and do a lot of documentation of how we intend to solve
various problems, as well as day-to-day management issues.
Scot Bayless is the Director for X-Fighters, but he's been
generous enough to trust me with a lot of the creative
issues with AXF.
PCG: What sims/games do you play for fun ?
Tucker: My taste in games is pretty broad. I'm currently
suffering from an X-Com: Apocalypse addiction, and I enjoy
strategy games like Civilization, as well as RPGs. I
usually play Diablo one or two nights a week with AXF's
Lead Engineer. Mostly, though, I'm a sim-head. My wife
often claims I own every sim there is (actually, there are
one or two I don't). The ones I play most often include
EF2000, Longbow, iM1A2, 688i, and AOD. I love prop sims,
and occasionally play Warbirds. Having worked on AOTP, the
patch, and the '46 disk, I've probably put more hours in on
AOTP than anyone alive.
PCG: What is the history of the AXF project? How did it get
started ?
Tucker: Scot Bayless originally proposed a sim where "you
design your plane, I design mine, and we go up and find out
who the Big Dog is..." The Powers That Be like the idea,
and we added some other cool ideas to the basic concept,
things like campaigns where you can affect the outcome of
the war, and basing the availability of technology on how
well you're doing in the war. We got a budget, built a
team, and the rest is history.
PCG: Can you tell us something about the design goals of
Aces:XF?
Tucker: X-Fighters has three goals:
1) Give players a fresh perspective on one of the most
amazing periods in aviation history. Think about it.
Between 1936 and 1945 aviation went from 150hp piston
engines, doped canvas and .30 cal machine guns to 2000lb
thrust axial flow jets, stressed aluminum laminar flow
wings and guided missiles. I still get kind of starry-eyed
when I think about it.
2) Give players a chance to find out for themselves whether
all those legendary exotic planes that nearly made it into
the war were really what they were cracked up to be.
Imagine what it'll be like to put a P-80 up against the Go
229.
3) (and this is really the big one) Give players the chance
to make their own design decisions and then try their
handiwork out against other pilots. You're a boom 'n zoom
fan? No problem. Slam a couple of high powered turboprops
in your P-38 airframe, load that baby up with 20mm cannons
and go hunting bear. Just watch your airspeed...
PCG: Can you tell me something about the technology
involved in the AXF ? Shadings, textures, resolutions ? How
much computing power will we need to play the game ?
A nice cockpit shot...
Tucker: We're using a new version of the 3Space engine that
supports textured, perspective correct polygons, light
sourcing, and full 3D card support. If you look at Silent
Thunder, you are seeing the _previous_ version of the
engine. The new version is faster and better looking.
Resolutions should include 640 x480 and 800 x600. Of course
a lot is still in the works, so anything I say may be
subject to change. Expect to need at least a P133 with a 3D
card. It will run without a 3D card on faster machines, but
3D support brings such an improvement in frame rate and
appearance, that I'd recommend one.
PCG: One of the most annoying bits in AOE for me was the
lack of a real "air war" feeling. This happend due to the
low number of planes in the area, not to mention that there
was no such thing as some ace just "hunting" in the area
for an sleepy pilot. Have you worked on this side of the
things ? How many planes can we expect to see in a battle ?
These days we have sims like TAS that go up to 600 planes
in a battle ....
PCG: How many
ways can be the game played ? Is the campaign mode limited
to squadron leader or is the player able to simply fight as
a pilot ?
Tucker: There will be the ability to play single missions,
multiplayer missions, and a single-player campaign. There
may be some other options added, as well. In the campaign,
the player will start the campaign as the squadron
commander, and will be responsible for a squadron that
grows as their reputation grows. Missions will be
generated, not scripted, and the player's performance will
influence the progress of the war.
PCG: What decisions will the player usualy take on a
aircraft prototype?
Tucker: In single missions and in multiplayer mode, the
player can build anything he wishes, with any technology
from either side. In a career, the player will be limited
to outfitting aircraft with components and airframes that
have been developed during the course of the war.
PCG: In the campaign mode, does the computer "play" against
you the same way, developing new technologies? Is it
possible for one to shoot down the first models of a new
german fighter and thus to slow down the development? Also,
any bit of espionnage? Are the Aces still there ?
Tucker: The non-player character will operate under a
system of technology availability that is identical to the
players, developing new aircraft and replacing old ones
with them as they become available. The state of the war
has an effect on what happens on both sides. So far no
espionage. You can't influence development by shooting down
prototypes, but new fighters are in short supply, and
constantly shooting down that hot new Do 335 could mean
that the enemy doesn't have enough for replacements...
History starts diverging from reality once the game starts,
so we won't be modeling historic aces, since their
performance would have changed if the war had gone
differently. Instead, you'll see aces develop during the
course of the war, and learn who the most deadly foes are,
and who the most valuable wingmen are, as they improve.
Wingmen and enemies alike will have a variety of abilities.
Some are destined to be aces. Others aren't.
PCG: How far does the aircraft design module go ? Are we
talking here about different variants of the same engine,
for example ? I can imagine this would require lots of
research.
Tucker: There
are currently about 20 player flyable aircraft (although
the number may change a bit), including some of the most
popular historic planes, and a number of planes that were
never actually flown in combat. The player can take any one
of those aircraft, add different engines, weapons, and
other improvements like armor, low-drag airfoils, improved
superchargers, etc. As technology improves, better engines,
more efficient aircraft skins, etc. become available.
Yes, it did require a lot of research. For instance, the
Germans will have about 7 different versions of inline
engines available during the course of the war. We managed
to get cockpit photos for all of but one aircraft, and this
includes aircraft like the Moonbat and the Ascender.
PCG: X Fighters seems to be an interesting mix of history
and "what if?" Tell us about the "what if" factor and how
its modelled in the sim.
Scot: This has been
simultaneously the most exciting and most difficult part of
the project. Starting with the Sierra ProPilot flight
model, which was exceptionally robust to begin with, we've
gone far beyond what it was originally designed to do.
We've had to literally rewrite parts of the model in order
to extend its already considerable dynamic range.
We're also making a deliberate choice in the aircraft
designer portion of the game to couch the player's
understanding of the predicted performance of a design in
the knowledge of the period. All of the predictive
computations are based on Von Mises' landmark text from
1936. This book was actually a classified document under
the 3rd Reich and represented the state of the art in
aeronautical engineering at the time.
That's the good news. The bad news is that Von Mises wasn't
always right. There were aspects of fluid dynamics that
were poorly understood in the 30's and 40's and made for
some unexpected behaviors when planes went from the drawing
board to the wind tunnel. In game terms, the net effect of
this is that the player will need to develop, through
experience, an intuitive sense of how to "read" the
performance predictions.
The other aspect of "what if" has to do with the course of
the war. One of the things I've always found frustrating
about slavishly accurate historical simulations is the
sense that, no matter what I do, things will come out the
same in the end. While this may be true in the real world,
it doesn't necessarily make for a good game.
What we do in X-Fighters is steer the war on the basis of
your squadron's performance. If you make a strong showing
for the RAF in 1940, you'll see victory in the Battle of
Britain and find yourself contributing to the Allied
bombing campaign over Europe. Blow it, and you'll be
intercepting ground attack missions and strafing landing
craft in Operation Sea Lion. X-Fighters isn't so much about
recreation of historical events as it is a recreation of
historical conditions. What happens after that is up to
you...
PCG: What aircraft will we be flying?
Tucker: As you might imagine, the list is still a bit
fluid, so forgive me if I don't give you a definitive
answer. I can say, though, that, in addition to the usual
complement of well known fighters, the list of player
flyable airframes will definitely include the following:
USAAF
Curtis P55 Ascender
Northrop P56 Black Bullet
Lockheed P80 Shooting Star
RAF
Gloster Meteor
de Havilland Vampire
Luftwaffe
Focke Wulf Ta 152
Gotha Go 229
Dornier Do 335
Heinkel He 162
Heinkel He 178
PCG: Is this an Western front only product? Can we expect
further add-ons in the future? Maybe an Eastern front
add-on that would include Romania? We are very fond of our
aviation and we would love to see such a thing.
Tucker: Western front is all that is in the pipeline right
now, but who knows?
PCG: What about the flight model ? How far goes the
simulation ? How much control will the player have over his
plane ?
Tucker: The flight model will as close to real as we can
get it. We have access to both the Pro Pilot and RBII
flight models, and our flight model programmer has
experience dating back to AOTP. We intend the game to be
speculative, but as close to the real thing as we can get
it.
PCG: What about the multiplayer side ? what options will
there be ? Also, any plans for a arena of 100+ players like
WB or AW ?
Tucker: Multiplayer is one of the things that is still
evolving. Currently we plan to have around 8 human players
and about an equal number of computer-controlled aircraft
in multiplayer missions. This could all change, though.
PCG: What do you think will make AXF very special?
Tucker: I think every person who really loves flight sims
secretly believes that they know what the ideal aircraft is
that would have won the war if only someone had built it.
We all think that if we could have just milked another
couple of miles per hour, or put a couple more guns, or a
bit more armor on our favorite aircraft, we would have
ruled the skies. Well, we're gonna let you try it out. And
go up against your buddy who believes the same thing about
his ideas. Or try it in a campaign where your choices, good
or bad, will determine the fate of your squadron and,
ultimately, the war. That gets _my_ blood pumping...
The obvious answer is the aircraft design component of the
game. It's something nobody's really tried in a WWII air
combat sim. It's one thing to offer vehicle design in a
fictional context where internal consistency and game
balance are the only issues you have to deal with. Doing
the same thing in a well documented historical situation is
far more challenging. We've put tremendous effort into
researching the technologies of the period and their
effects on the flight and combat characteristics of the
planes that used them.
The somewhat subtler answer has to do with the technology
behind the game. Aces: the X-Fighters uses Dynamix's newest
sim engine, the one being used to develop "Earthsiege 3"
and "Fear". It's 3D card support, multiplayer capabilites
and tremendously flexible open architecture put it far
ahead of anything else I've seen.