H iding deep in the bowels of the Electronic Arts display at
E3 (and under substantial security) is the newest, most
secret child of the Jane's simulations just gone public,
Jane's F-15. The "office" where select members of the press
were introduced to the game showed a lot about just how
serious the Origin Skunkworks is.
Lining the bookshelves on the walls was an incredible array
of books and folders. Many of them were information on
various combat aircraft. Others were actual operating
manuals for the F-15. Others were detailed photo scrapbooks
taken of various parts of the actual aircraft by team
members. Also present were the large DATCOM volumes, with
information on many aspects of military flight simulation.
Even the desk was decorated with detailed wooden models of
the two major F-15 variants. Bringing all these resources
to the show speaks volumes about just how much effect
Jane's influence has brought.
Janes F-15 is still very early on in the development phase.
What was on display was a pre-alpha technology
demonstration to show off the graphical detail and flight
model.
As far as the graphics goes, the game is not only
impressive, but pulling a few new tricks. Janes F-15 will
support a variety of effects that would normally only be
available on 3d cards. Alpha blending, filtering,
dithering, Gourad shading, perspective-correct texture
mapping all can be done even without a 3d card. Considering
that the demonstration was done on a non-accelerated P166,
the effect was extremely well done and moved at a very
reasonable frame rate. Jane's F-15 will most likely support
3dfx and possibly PowerVR cards, where the detail on the
in-game artwork will really shine.
Our guide started the game with the F-15 on the strip, and
panned around from the external view to show off the model.
Indeed, the F-15 model in the game sports a considerable
amount of detail, and the accelerated version is supposed
to have even more polygons to improve the precision of the
shape. "Faceting" is definitely at a minimum.
Spooling up the engines, the jet rolled down the runway and
approached takeoff speed. Excellent detail of the moving
control surfaces was evident on rotation. Pushing the
throttle to the stops, the afterburners lit after some
engine lag, first igniting on one engine and then the
other. It may only be a small detail, but it looked and
felt very true-to-life. Exactly this kind of attention is
what shows the attitude of the F-15 team.
The terrain in the game has excellent detail both from a
shape perspective and in the details of the textures
themselves. This might not normally be a big deal, but
again you have to remember that the demonstration computer
was merely a P166 and trying to get that kind of
performance with that much detail on Longbow 1 on a P166
was just not happening.
Speaking of Longbow, one of the press inquired about
cross-compatibility with Longbow or Longbow 2.
Unfortunately, the nature of the terrain makes it virtually
impossible to make the two work together. In general,
helicopter games use highly detailed terrain but only cover
a small theatre of operations, while jet combat games can
skimp on the terrain detail a little bit but they need to
cover vast areas to fly in. Thus whatever
cross-compatibility might potentially happen in these games
is going to be limited to aircraft of similar types.
Click the image
for a larger shot..
The game will model both the standard F-15 fighter as well
as the flexible Strike Eagle variant. The weaponry list -
both for A/A and A/G - is extremely impressive. It looks
like the Skunkworks intends to model every type of
ordinance these craft can carry. Considering the
flexibility of the jet, that is a remarkable goal. Expect
to spend considerable time designing your favorite weapons
packages!
You may already have heard that Janes F-15 will be using a
flight model so sophisticated that the company even had to
include programming for the fly-by-wire computer. While we
weren't able to give the flight model a shakedown, just
watching the game in action shows that control surface lag,
inertia, and angle of attack all look very good so far.
A couple final notes. The MFD displays will be
extraordinarily authentic, providing nearly every screen
and menu that the actual MFD's have (minus a few
unnecessary ones). Additionally the radar imaging will be
modeled as accurately as possible - even better than the
impressive simulation done by F-15SE III. We'll have to
wait before more details will be available, but the initial
indications show that Jane's F-15 will go a long way
towards making the simulations of 1998 rock.
E3
E3 was an incredible adventure in many respects. Out of all
the previous trade shows, E3 1997 is likely to be
remembered as the official turning point for the combat
simulation genre.
Here we saw how all the various elements that go into a
combat simulation finally all came together. Graphical
quality and frame rate are now no longer exclusive. Even
the most simplified physics models were much more
sophisticated than those of only three years ago. Dynamic
campaigns now have several companies carrying the torch -
indeed it seems that starting now, we're going to hear a
lot more about dynamic campaigns from a large number of
manufacturers. VR helmets were conspicuously absent for the
first time in years (although we expect to see a comeback
eventually). Finally, multiplayer support is virtually a
standard feature now.
One of the great things is that each company had something
they wanted to do differently to make their product stand
out. In this way, all of the new simulations at the show
had something new and exciting to offer. Whether it was the
use of actual military technology in Spearhead, the live
voice communications of Warbirds 2.0, the "morale checks"
of European Air War, or the design-your-own-fighter aspects
of X-Fighters, just name a sim and there was something
unique about it.
When we started this series on the simulations of E3, we
said "Start saving your money now." It was not a statement
made lightly.The quality and selection of simulations this
year are so incredible that any simulation fan worth his
HOTAS controls is going to want to enjoy nearly all of
them.
E3 1997 also marks the true entry of the 3d-accelerated
simulation. Almost every simulation at the show was
designed for 3d accelerator support from the ground up.
Many of the games simply will not work effectively without
the backing of a solid 3d card to handle rendering chores.
This designed-in method extends to the details of the
texture mapping and the finery of the 3d models and special
effects. We're going much further now than mere aftermarket
patches have taken us so far.
"The year of the combat sim" is a turning point in another
way as well. This year the competition for the gaming
budgets of simulation fans will be hotter than ever before.
It is both in the competition and in the desire to offer
something unique that these products have evolved into what
we have seen at E3. Now the question becomes, "Are you
willing to support this kind of competition?" Simulation
fans have a history of buying nearly every sim on the
market, which has provided the financial resources and
corporate interest to enter the market, but if we want them
to stay, we'll need to offer a little incentive ourselves.
If you, the player, want to be able to look forward to
hearing about such an awesome selection of simulations over
the next couple of years, it's going to take a little
shopping. Demand greatness from the game developers, but
never hesitate to purchase when they deliver a good
product. Keeping corporations interested in maintaining
such a high degree of effort in our hobby is going to
require seeing some results, so being finicky in your
simulation purchases might hurt the competition and some of
its diversity. These companies don't operate on goodwill
alone.
So get your 3d accelerators, break
open the piggybank, and stay tuned to Combat Simulations,
where we'll present the pros and cons of each of the E3
sims as they are released, give just the right excuse to
run out and buy the latest simulation, and hopefully give
you some insight into today's simulations that you won't
find anywhere else.