Interview with Andy Hollis: Executive Producer for Jane's F-15 - Page 1/1
Created on 2005-01-15
Title: Interview with Andy Hollis: Executive Producer for Jane's F-15 By: Len 'Viking1' Hjalmarson Date: 1997-02-1997 1316 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
"Suspension of disbelief" is a hot phrase in PC simulations.
Some key elements of suspension of disbelief are
communications and interaction with other elements, object
modelling and graphics detail, realism in weapons, systems
and physics, and the campaign structure. Most developers have
moved in the direction of a dynamic campaign structure to
give the illusion of a real time environment.
Late in 1997 Origin Skunkworks and Janes
Combat Simulations released one of the finest examples we
have yet seen of a combat flight simulation. The dynamic
environment of Longbow 2, combined with excellent graphics,
careful attention to detail, and high levels of realism in
virtually every area of the simulation led us to award
Longbow 2 "Simulation of the Year." Now Andy Hollis and
crew are getting ready to unleash their latest and FIRST
simulation from the Maryland Skunkworks in Janes F15.
Csim: Thanks for making the time Andy! And congratulations
on raising the bar for 1998 with Longbow 2. Its a fabulous
piece of work and we're looking forward to the same
standard in F15. Tell us about the team behind Janes'
latest.
Andy: We are very fortunate to have rounded up a great
group of very experienced sim developers, with a solid
pedigree. These are the movers and shakers behind such
well-known simulations as Gunship, F19 Stealth Fighter, F15
Strike Eagle II & III, F14 Fleet Defender, Task Force
1942, 1942 Pacific Air War, and Across The Rhine. They have
toiled tirelessly for over two years with a singular focus
on creating the definitive jet combat simulator, one that
can be enjoyed by a wide range of players. These guys live
and breath military aircraft and one step into the
Baltimore offices of Origin will give you an understanding
of that. In the end, a great product comes not from a great
idea, but from a great team. Check out Jane's F15 and see
what I mean.
Csim: After the hectic pace of Longbow you deserve some
time off, but I bet the team working on F15 has a pretty
good head of steam! Where are they in the process at this
point?
Andy: Jane's F15 is solidly in Beta. Everything works. We
are just putting the finishing touches on it and doing lots
of tweaking of the gameplay.
Csim: You have a lot of history with the F15. Tell us about
it.
Andy: Well, in a previous life, I had a little something to
do with a couple of sims called F15 Strike Eagle II and
III, both developed for the IBM PC. The first of these was
finished in 1989, and was the first 256-color flight sim on
the market. For those days, given that it had to run on an
8088 processor, it was quite realistic, but was more akin
to today's "sim-lites". F15 III, which shipped just before
Christmas of 1992, was a major breakthrough in realism for
combat flight sims. The avionics of the F15E were modeled
with obsessive accuracy, and the flight model was developed
in conjunction with a real F15 pilot.
It was also the first with fully textured terrain and
featured a scrollable virtual cockpit. It also broke new
ground in multi-player, supporting two modes of cooperative
play (front-seat/back-seat and pilot/wingman) in addition
to the traditional head-to-head dogfighting. Finally, it
set a new standard for scalability of gameplay to appeal to
a broad range of players through its infinitely
customizable realism and difficulty settings. Jane's F15
has a clear spiritual ancestor in these products.
Csim: What are the features of the F15 that make it one of
your favorites?
Andy: First and foremost is that the F15E is one of the US
Air Force's preeminent strike aircraft (the other being the
F-117A). When something critical just *has* to be
destroyed, the F15E is the aircraft for the job,
particularly when the striker may have to defend himself.
Being a dual-role fighter, the F15E can defend itself quite
effectively against air threats, just as easily as it can
be utilized to deliver ordnance on a target with pinpoint
accuracy. In short, it is the complete fighter aircraft
with a huge variety of mission types.
The F15E is also a currently operational aircraft, which
means there are real pilots flying the plane, at real
airbases around the world, many times in harm's way. This
aircraft has a tremendous combat legacy from Desert Storm,
being the only aircraft that was consistently successful in
striking targets in all kinds of weather, anytime of the
day or night, and being able to fight its way in or out.
The F15E is as "cosmic" as it gets from a technology
standpoint, and has proven its worth and that of its
aircrews in protecting our country's interests around the
world.
Csim: When you came to Origin was a new F15 sim already in
your mind?
Andy: Certainly any line of combat simulations products
needs a jet sim. Initially, though, we were looking more to
the US Navy's F/A-18. The Hornet has a similar dual-role
ability to the F15E, but is not quite as capable. Given
that it has to takeoff and land on a carrier, the F/A-18 is
somewhat limited in combat radius and overall ordnance
capability. It also has not had as stellar of a combat
legacy as has the F15E, particularly in Desert Storm. Given
that, and the time that has passed since the last Strike
Eagle sim, we switched over to the F15E.
Csim: What are key differences in direction in this new
simulation over past attempts?
Andy: In many ways, this sim is not an attempt at
revolution. It is, instead, an evolutionary combination of
the most important aspects of jet combat taken to an
obsessive level of authenticity and immersion. At Jane's we
don't do "marketing checkbox" products, where you attempt
to do everything but fail to anything well. Instead, we
choose a set of features, do them well, and push the
state-of-the-art in those areas. With Jane's F15, those
areas are: Flight modeling, avionics, 3D graphics,
campaigns, and accessible/configurable gameplay. It is a
very complete package.
Csim: Are you aiming for the definitive F15 simulation, and
what are some of the challenges you face?
Andy: "Definitive" is what we do at the Jane's SkunkWorks.
The biggest challenges have been finding enough time to get
it all done. And the corollary to that is knowing when to
stop. We have an incredibly talented and creative team
working on this project, with a long history of successful
simulations products on their resumes. Each day these
people come up with more and more cool ideas, and each day
the hardware platform we develop on gets more and more
capable. The trick is knowing what ideas to keep and which
to leave for another day. Oh, what we could do with just
another day...!
Csim: Tell us more about the AI system we'll see in F15.
And can you relate it to the system in place in the Flash
Point addition to the original Longbow?
Andy: First off, relating things directly to Longbow is
probably not a good idea, since that sim is based on a
battlefield scope. F15 is a theater-wide conflict and has
to reflect that huge scope in the way it does things.
Things happen in a similar way within F15, but on a much
grander scale. It is a very sophisticated system and would
take many pages to describe, but here's a flavor of some
elements:
All of the enemy air defense emplacements are connected via
a hierarchical integrated communications network. This
models the Soviet-style training and doctrine that is
employed by the adversaries in this simulation. If you just
knock out a single missile launcher in a SAM site, that
site can still launch at you. If, instead, you take out the
tracking radar unit, that entire site is useless.
Similarly, if you are detected by one SAM site, others
nearby will be moved to a higher state of alert, making
your continued forward progress more difficult. If you take
out the communications centers, though, these sites cannot
share this detection information and each will have to act
alone. Communication is key to the enemy's effectiveness
and should direct your strategy for disabling it.
Detection is by Ground Control Intercept radars and can
also cause enemy planes to be vectored on your last known
location. You might also be detected by planes that are
already out on patrol. In any of these situations, groups
of planes will work together to break down your strike
package, and destroy all elements of it. If they detect you
beyond visual range, they will try and take you out via
clever long-range tactics. On the other hand, if the fight
gets up close and personal, planes will transition into
specific dogfighting AI, which will employ a variety of
techniques to get you in their sights.
In addition to all of this, you'll find lots of things
going on in the world: strike packages out on missions,
patrol aircraft doing their thing, Search and Rescue
platforms responding to downed aircraft, etc. Its a big
world and you are just one part of it.
Csim: Detail in treatment is the hallmark of the Longbow
series. From what we have heard about F15 we can expect
this same attention to detail. Tell us about the work going
into avionics and weapons systems modelling.
Andy: The first thing to note is that the guy programming
the avionics used to do this sort of thing for a defense
contractor. As such, he only knows one way to do it: the
realistic way. We've modeled all of the systems of the F15E
with painstaking fidelity and completeness. All of the
APG-70's air-to-air radar modes and sub-modes are there,
with all four auto-acquisition presets. The F15E's
synthetic aperture air-to-ground radar has the correct
interactive real-time Real Beam Map display, with
appropriate constraints on its usage for creating
high-resolution patch maps. These are used for pinpoint
targeting of specific objects. (Click on the image at left
for a high res CombatSim exclusive -105K).
In addition, there are over 30 different kinds of ordnance
that are correctly simulated, with all of the appropriate
employment methods. Slewable Maverick and GBU-15 video is
there, as is use of the nav and targeting FLIR pods. Oh,
and did I mention that the MPD's were programmable? Yes,
just like the real thing, you can customize (and save) your
avionics setup for your personal taste.
All of this detail is actually easier to use now, when
compared to older simulations, because of the "clickable"
cockpit interface. Everything in the cockpit works which
means you no longer have to memorize long lists of
keystrokes and can just click the MPD buttons to change
radar modes, ranges, display settings, etc. Of course, you
can always map commonly used functions to keys as you see
fit.
Csim: Comms is suddenly being given a great deal more
attention in simulations like if22 and f22:adf. Will F15E
break new ground in this area as well? Will the player be
able to feel that he is in an interactive communication
environment even in single player mode?
Andy: There is an amazing amount of information coming to
you from your radio. Forward Air Controllers calling
targets to you in a "Kill Box", downed pilots calling for
Search and Rescue help, other members of your strike
package calling for coordination instructions, and even the
control tower given you the proper clearances for takeoff.
Its all there and then some.
Csim: Will we have interaction with AWACS and JSTARS and
FACs?
Andy: Absolutely. For example: AWACs can be called upon for
a "picture" of the area at any time. JSTARs may vector you
to a new target mid-mission, just as FAC's will direct you
to targets of opportunity along the "Highway of Death".
Csim: What will we see for command structures with wingmen?
How much control will we have over our flight?
Andy: The system is hierarchical, similar to EF2000. You
first select the recipient (or group of recipients), then
the category of command, then the specific command. Since
you can command up to an eight-ship package, you'll have
control over different control groups (flight, element,
division, wingman). In addition, any specific command can
be programmed to a hotkey or joystick button, for quick
access.
Csim: I vaguely recall something about the immersion factor
and new directions in involving the player with his
squadron. What are the goals in that area?
Andy: We've spent a lot of time with real F15E aircrews at
their bases, in their sims, and hanging around/on/in their
planes. The influence of this time on the creative efforts
of the team cannot be underestimated. The obvious things
are the photo-realistic collage style of USAF artwork and
animation that the player is immersed in when he first
starts the game. Players will take on the role of commander
of a real F15E squadron (complete with actual squadron
histories). In the campaigns, you will take your squadron
through a series of missions, with limited numbers of
airframes and aircrews. You will be challenged with the
same historical weapons shortages as were the real
squadrons in Desert Storm.
Csim: The flight modelling has been written up already, and
generated a great deal of excitement! When did you decide
to go for broke? Has this approach been on the burner for a
while?
Andy: The flight model was one of the first things we did
on the game two years ago and it has been tweaked more and
more ever since. We decided to "go for broke" right up
front and have worked on this aspect for the entire
development cycle to get it right. It is based on the same
set of formulas that the USAF's commercial grade simulators
use called DATCOM. That flight model was then fed stability
and control derivative data that we have obtained from NASA
wind-tunnel tests and other official USAF sources.
Then we modelled the F15E's computer augmented flight
control system which smooths out certain irregularities of
flight. Finally, because no theoretical model is perfect,
we went the extra step to work with real F15 pilots to
tweak the simulation to perfection.
F15's campaign system is a hybrid. For variety
within the mission, things happen differently every
time that mission "shell" gets played out. Bad guys
come from different places, some things may happen
this time, some may not. And the combinations of
all these variables make playing the same mission
shell completely different every time. Next, there
are a variety of mission shells that can be
selected from by the campaign director as the
campaign progresses. These will depend on a variety
of elements which describe how the campaign is
progressing overall, and some times the decision
will just be arbitrary. Again, more variety, but
with a definite sense of cause-and-effect.
Csim: Will AI pilots use the same flight model? Will enemy
pilots have the same limitations as the virtual pilot?
Andy: AI pilots will not use the same model because of the
intense calculations necessary for it. There are just too
many other planes out there in the theater for us to do
this. That said, our AI flight model is quite good and will
not give the AI bogeys any advantage or disadvantage over
the human player.
Csim: I understand that the F15 is a fuel hog with small
reserves. Are you modelling IFR (in flight refueling)?
Andy: In-flight refueling is there in a big way, and you'll
need to use it for those deep strike missions. You'll
rendezvous with the tanker, make the correct radio call,
line up with the boom, fly the plane into the "box" aided
by the lights on the tanker and the radio calls of the boom
operator, and then hold position while the boom operator
flies the boom into your receptacle. Or, if you find all of
that to be too much of a challenge, you can just press the
Auto-refuel key to watch the computer do it for you.
Csim: Tell us about the structure of the campaign. Where is
it set? Is there more than one campaign? How will a player
progress?
Andy: There are two campaigns. One reflects the aircraft's
amazing combat legacy during Desert Storm with the player
taking their squadron through the painstakingly recreated
missions from the actual conflict. From the deep strikes of
the early days, to scud-hunting in Western Iraq, through
tank-plinking over the Republican Guard and finally on to
the final hours on the Highway of Death. Relive this war in
a way you never could before.
The second campaign is hypothetical, taking place over the
Persian Gulf and southern Iran. This gives the player a
chance to experience some of the more rugged mountainous
areas of the region, and the coastlines and islands of the
Persian Gulf. Depending on the dynamics of any iteration,
you may find yourself defending against an Iranian
offensive across the Straits of Hormuz, or attacking deep
into Iranian territory, or defending your base in Bahrain
against an Iranian counter-offensive, or trying to thwart
Iranian missile boats attacks on US Naval assets. Its all
there and more...
Csim: I've already been fielding questions on F15 around
dynamic vs semi dynamic campaign AI. What will connect the
missions? Where is F15 going in this department and why?
Andy: F15's campaign system is very dynamic. It also is not
like any currently existing system, so trying to use labels
like "semi-dynamic" or "fully dynamic" as people have come
to use them would be inaccurate. The goal of a dynamic
campaign is to provide a compelling series of missions that
combine together to provide a sense of : 1) overall
purpose, 2) progress and cause/effect due to the player's
actions, 3) being part of a much larger world, where the
actions of others have causal effect, not just your own,
and 4) continuity through resource management (planes,
ordnance, aircrews) and world integrity (dead things stay
dead and regenerate over time as appropriate). The final
key element, though, is variety, which provides for
replayability and a strong sense of the unexpected. This
can be accomplished in more than one way and each way has
its advantages and disadvantages.
The "fully dynamic" approach that is in vogue right now
obviously does a good job of each of these things when it
is executed well (Yes, Martha, there are bad "fully
dynamic" campaigns out there, too. In my opinion, Jane's
Longbow 2 was a really good example of executing well on
this theme. But then, I am biased. ;-)
The typical flip-side of fully dynamic, though, is that the
kinds of mission types tend to be more generic, and the
subtleties that a human mission designer can come up with
are not implemented by the algorithmic mission/campaign
generator. In LB2, this was alleviated somewhat by the
"special case" hand-crafted missions that came up once in a
while. This added a heightened sense of "what is possible"
within the game world.
The other interesting learning from LB2 has been to watch
people's reactions to the hand-crafted single missions.
People seem to be having more fun with these on a
per-mission basis than with a single campaign mission. Why?
Because of the cleverness and diligence of the human
mission designer. Would a computer ever have generated the
ambush scenario, complete with digital speech of bad-guys
impersonating good guys? Nope.
So, hand-crafted missions have a lot to offer, especially
when combined into a branching style of campaign. A good
example of this was with Flash Point Korea (available also
in LBGold). The missions themselves are generally more
compelling than that generated by a campaign generator,
even a really good one. The big flip-sides on branching
campaigns are 1) When allowed, players tend to only ever
run the "winning" side, choosing to replay until they win a
mission, then move on, thus making a lot of designer work
go for naught, 2) There is less replayability, variety, and
sense of suspense typically in this type of structure. Its
like a movie with a familiar plotline or where someone told
you the outcome.
So, what's another good direction? F15's campaign system is
yet another hybrid. For variety within the mission, things
happen differently every time that mission "shell" gets
played out. Bad guys come from different places, some
things may happen this time, some may not. And the
combinations of all these variables make playing the same
mission shell completely different every time. Next, there
are a variety of mission shells that can be selected from
by the campaign director as the campaign progresses. These
will depend on a variety of elements which describe how the
campaign is progressing overall, and some times the
decision will just be arbitrary. Again, more variety, but
with a definite sense of cause-and-effect.
Finally, missions are not in a tree. Nor is it a bush. Or
any other kind of structure you may be familiar with. There
are a collection of whole campaign phase possibilities
(groups of mission shell possibilities) that may or may not
be a part of the actual campaign you will fly. There are a
variety of starting phases, and from there, actual
performance (with some randomness as well) will determine
what phases are chosen from next. There's a whole defining
set of logic that dictates what phases can come before and
after each other, which ones are prerequisites for others,
and finally, which result conditions determine a final
outcome.
Just to give you a sense of the scope of this, a single
run-through of a full campaign will probably encompass only
25-30% of the total phase possibilities that are built into
the campaign system. Given this, and the fact that the
ordering of these phases is determined by play outcome, and
that the contents of the phases is quite different each
time you play, one can get a sense of the huge amount of
campaign variety of this system. It positively will not
play out the same twice, ever. And not because it is
random, but in a plausible sort of way.
In the end, this new system also satisfies the same goals
as the one in LB2, but comes from a different approach. As
a result, it has a different set of strengths and
weaknesses thus giving it a unique character, and we feel
that it will serve to push the sim experience in new ways.
Up to eight players can be in the game at once,
with the ability to enter and leave on-the-fly. You
can fly as a free-for-all or in teams of any size,
and there are configurable options for weapons
rules and starting positions. Special attention has
be placed on keeping everything perfectly synched
up, with latency issues tamed through
hi-performance smoothing algorithms applied to
eliminate the dreaded positional warping seen in
many other sims. TCP/IP, IPX/LAN, modem and direct
serial are all supported as connection methods.
Csim: Will campaigns for F15E be limited to desert
environments? Do you have any plans for a different
environment or might we see this in later expansion disks?
Andy: The entire middle east is modeled. That's almost 3
million square miles. In that area is certainly a lot of
desert, but there are also mountainous areas in northern
and western Iraq and in Iran. In fact, that's one reason
why the hypothetical campaign is set there, to give the
player the varied scenery of mountains, coastlines, and
islands.
Csim: What are your multiplayer goals for F15?
Andy: With multi-player, we chose to concentrate on the
most-requested form of play, head-to-head dogfighting, and
made it the best it could ever be. Up to eight players can
be in the game at once, with the ability to enter and leave
on-the-fly. You can fly as a free-for-all or in teams of
any size, and there are configurable options for weapons
rules and starting positions. Special attention has be
placed on keeping everything perfectly synched up, with
latency issues tamed through hi-performance smoothing
algorithms applied to eliminate the dreaded positional
warping seen in many other sims. TCP/IP, IPX/LAN, modem and
direct serial are all supported as connection methods.
Csim: Running under 3d hardware we are obviously going to
see some incredible terrain. How will you enable players
without 3d hardware to access such features?
Andy: F15 was originally programmed without hardware
support in mind, so it runs quite well without a 3Dfx card
even on today's midrange machines. Almost all of the
effects that are available to the 3Dfx player are there for
those without the high-end cards. 3Dfx will just make it
look even better and run even faster.
Csim: F15 will have optional resource management. Is this
structured as in Longbow 2 where a player can choose to
play with this level of realism or not?
Andy: Yes. When selected, the campaigns use resource
management for airframes, aircrews, and ordnance. Resupply
will also occur at appropriate rates.
Csim: In Longbow 2 and 688(I) the mission builder has
become quite sophisticated, enabling the player to create
very unpredictable scenarios and access some very
sophisticated AI. Will we see a similar mission builder in
F15? Will we see new features again like the PROFILER we
have in Longbow 2?
Andy: The Mission Builder in Jane's F15 is quite
incredible, breaking all kinds of new ground. It is one of
the basic tools that the team itself has used to create the
missions that you see in the game. In addition to
unprecedented control over the assets, it allows for a
tremendous amount of variety to be placed into a mission
shell so that each mission plays out differently every time
you try. We fully expect a huge number of quality missions
to come from the user community after this game ships.
Csim: Will we see some new enemy platforms like the Su-37?
Andy: You will see over 50 different aircraft. This
includes some of the newer Soviet entries ones like the
SU-35 and MiG-35, with each plane having its own correct
loadout.
Csim: What will be the minimum spec machine?
Andy: Current target minimum is P133, 16MB RAM, 4X CD,
joystick, mouse, DirectX-compatible sound card. Recommended
is a P200 MMX with a 3Dfx Voodoo card and 32 MB RAM.
Csim: What is the coolest feature of F15?
Andy: The coolest thing is that every day, I find another
new feature in the game. The attention to detail and
replayability of this product is incredible and will keep
people interested in this for a long, long time.
Csim: Thanks for taking the time Andy! We wish you and the
team another great success with F15!!