One of the areas I've always felt is somewhat lacking is
the Air Traffic Control element in flight simulations. Too
often, the number of aircraft that are around are fairly
small, and it makes you feel like there aren't that many
other crews around. Why are airbases not staffed with a
jammed flightline of aircraft, including freighters,
tankers, Airborne troops, etc. As a result, the ATC is
limited to asking for clearance and not much else. I want
to change frequencies, do a handoff from ground to tower to
control. Also, why not throw in random failures like
aircraft fouling the deck in a carrier sim, broken
catapults, etc. I guess what I'm looking for is a bit more
of what real pilots have to deal with, ie. equipment
failures, accidents, etc. =20
Actual ATC holding patterns if there's no room. Proper ATC
approach vectors, and approach plates for landing, more
realistic landings and takeoffs, with procedures to follow
in case of engine failure, etc. =20 On the technical side,
I would like to see multiple monitor support included in
future sims for those crazy enough to buy multiple
seventeen =inch monitors. It's one of those "When I win the
lottery" features.
The bottom line out of all of this is that I'd like to see
a bit more realism in terms of the environment, ATC,
weather, ground crews, procedures for various problems,
rejected takeoff, engine failures on takeoff, catapult
failures on carriers. I want to see people doing
maintenance on aircraft, when I taxi in...I want to see
other planes getting prepped, other planes holding short at
taxiways on approach. More cargo aircraft taking off and
landing, etc. Sean Hardiman.
I would like to see near future enemy fighters in DiD/Ocean
sims. How about the S-37 Berkut or the stealthy
"Super-Fighter" based on the Mig-1.42 which was mentioned
way back on page 228 of the EF2000 manual? These high-tech
planes could be reserved for key missions; the stealthy
"Super-Fighter" would be an excellent choice for anti-AWACS
missions and the S-37's powerful radar makes it ideal for
CAPs around vital areas (such as air bases). The appearance
of these high-tech planes should be limited so that players
feel the adrenaline rush during engagement and the feeling
of accomplishment after victory.
I also think it would be fun if wingmen would be assigned
names and paired up with other wingmen. Supposedly EF2000
and F22 already keep track of individual stats and
experience for each fighter pilot. So, why not take it one
step further and assign names to these pilots. After awhile
players would become familiar with and attached to their
wingmen. If my loyal wingman with whom I've had 20 missions
together suddenly screamed, "Help, I'm hit!" I certainly
jettison all AG ordinance, turn, and burn to give him a
hand. Compare this to my current reaction of thinking, "Oh
well, another solo mission" and I think you see my point. I
would also like to see many more communication options
between my wingmen and myself. For example, consider a case
where my anti-air base strike group of 4 planes is
confronted by scrambled fighters. I should be able to tell
wingman 2 to jettison his AG ordinance and help me engage
the fighters, instruct wingman 3 to initiate a strafing run
against parked planes, and tell wingman 4 to continue
attacking his primary. Lance Levendowski.
First, I'd like to see the ability to fly various aircraft
in their respective roles. During a campaign, you'd be able
to fly F-14s from carriers, A-10s on ground attack
missions, F-117s and B-2s for night stealth attacks, F-111s
and B-1Bs on bombing missions, Cobra and Apache helicopters
on ground support, etc. In other words make it possible for
the gamer to interact with each aviation-related area of
the campaign.
My second idea would be to create a U.S. battlefield. Sort
of a "Red Dawn" scenario where a foreign power controls
part of the U.S. and the player is part of a "rebel" force
trying to take back their homeland. A good place for this
would be the central California coast area around Santa
Maria and San Luis Obispo. It has rivers, an ocean,
beaches, mountains, broad flatlands for tank battles, small
cities and towns, airports, major highways, etc. And a
railroad runs through there where train attack missions
could occur. One possibility would be a mission where a
bridge and a train had to be taken out, this could be done
separately, or with precise timing, the pilot could destroy
the bridge just as the train passes over it, or just before
the train arrives. And it'd be pretty fun to get a radio
message to "Attack SAM site behind Morro Bay McDonald's on
Hwy 1." Or "Locate tank column hiding in sand dunes near
Pismo Beach." Thomas Locker
In my opinion, DiD/Ocean makes some of or perhaps the BEST
sims on the market today. EF-2000, while over 2 years old
is still my favorite flightsim. I have several of the
newest sims out, and EF-2000 still stacks up to anything
out there. It just has that "you are there" feel to it,
from the graphics, to the sound effects, to the feel of the
flight model (Awesome landings and takeoffs!).
There are two types of sims I would like to see DiD/Ocean
produce. 1) I would love to see an adversary sim released
for ADF, perhaps simulating the Su-37 Super Flanker.
Something with the same scope of ADF; an awacs control
section, a dynamic campaign, and the same detail to
avionics modeling. Researching the Su-37's avionics would
be difficult, but not so much as before the "Iron curtain"
dropped.
2) I would very much like to see a simulation of the F-4
Phantom II. (Perhaps even more than wish #1 !!) I realize
DiD has significant experience in creating simulators for
modern weapons systems (thier TIALD simulator), and are
more oriented towards sims that recreate the cutting edge
of modern combat aircraft, but I would probably die and go
to heaven if they produced a Vietnam sim with the same
fidelity of thier others. Again, this would be great by
it's self, but even more so if produced in conjunction with
an adversary sim of the MiG-21 or MiG-17. Go DiD/OCEAN !!
A. Breidenbaugh
I would like to see a very detailed simulator of World War
II bombers. I have the old B17 simulator from Microprose
and played it for hours. There were a few things I would
have liked to change, but the sim remained great. I have
been very impressed with many simulations OCEAN has
released, the best being EF2000. A simulator where you
could choose between flying for the three major air forces
in the European conflict of World War II would be
excellent, because there are a lot of sim pilots out there
just waiting for a chance to get behind the wheel of a B17,
B24 or even the HE-111. I have not seen many sims where you
could take a flight of bombers to the heart of Germany and
be attacked by FW-190's and Bf-109's as you try to put the
bombs on target, except on the very few online games that
are out there.
The simulation portion of computer games is always getting
larger, and more and more impressive, and seeing a
simulation where you could take control of a group of
bombers would be so very cool. Tim Mills
A walk onto the apron scene should be included (accurate
time of day and conditions eg day/night or raining) where
from the pilots eyes the door opens and a ramp awaits where
you walk out and mount your aircraft look down at cockpit
and movie morphs into sim cockpit (which is as accurate as
possible:), Hatch closes in sim mode to continue the mime.
Pilot should be respnosabile for all functions that a real
pilot is responsible for - Easy flight models should be
discarded and replaced by Training Missions where missing a
flight plan will not have you tracked down by friendly
aircraft and blown out of the sky!!!
It is lovely to fly with a variaty of accurate looking
background aircraft so I would keep them in the sim but not
have two many transports flying around unless they are the
actual mission objectives.
Some sort of representation of groups of trees that match
the ground, Ground forces should be not exactly
camoflouged.
The ground war should be a self running campaign with such
features as Emergency landing strips made available out of
highway when your airfields are knocked out - Late arrival
of a carrier force in campaign to bring in new friendly
aircraft to help eg you start seeing JSF's and Tomcat's
providing air cover. Maybe even a retreat to the carrier
might be necessary under certain circumstances.
Factors like a nuclear strike against an airbase causing no
fly zones and electrical disturbances - Anit-Satellite
missions with your F-15(or F22?) in preperation fo
roffensives!!!! The list goes on.
I really enjoy flying the aircraft more than fighting my
way through Electronic Boundaries and Missile Maximum
ranges - so whatever the combat involves it should be built
after the aircraft is reproduced down to the unwinding of
stitches in your Martin Baker ejection seat when pulling
+10G.
1st the Aircraft
2nd the atmosphere representation eg Clouds Rain Turbulance
High Altitude effects (on aircraft eg (engine and control)
and views eg (darkness and contrails)
3rd Airfield accuracy and Ground representation
4th. Voices and traffic control and Airspace navigation eg
VOR's and assigned flight paths
5th Enemy aircraft AI & Aircraft representation
6th Ground War
-------- All these are packaged into a streamlined shell
that doesnt take to long to display info that can be
organized with an external application before your flight.
eg ala Flanker with its Mission Planner.
The placing of the players existance into the role of
fighter pilot is foremost and the paying sim enthusist
wants to fly real fighter jets from their desktop -I think
wars and Commanders positions are the role of Front End
software and servers playing Multiplay Virtual Wars. Which
is also important Multiplay is geat and should be included
to the best of technology at the time!! One last thing is
when I say the sim should be realistic I mean the Aircraft
and the Environment - some things should be comprimised eg
Enemy Aircraft size at range should be a little exaggerated
to allow better gameplay and gun warfare . A little black
dot at 6 miles might be realistic but I'd rather pull into
a Flick Roll and watch the world roll round, BUT if their
was a Cy-37 at 6 miles I would LOVE to push around and wipe
his Canards off!!! Robert KPO
I don't believe this has ever been done, but I would love
to see a flight sim that made the player a pilot and not
simply a plane. In other words, upon takeoff the player
would actually walk to the plane and climb aboard, at which
point the game would shift to the standard flight sim. If
the player ejected, however, and made it to the ground
safely, he would once again return to controlling a human
figure. At this time, all the nuances of being rescued
would be performed by the player in order to make it back
to the air base and continue the campaign. If an ejected
pilot landed in water, he'd have to cut away his parachute
and inflate a raft before calling for help on the radio. I
believe that the inclusion of the human factor in a flight
sim would add a great deal more realism as well as
depicting a more accurate picture of the life of a pilot.
Thanks, Justin Rhodes
1. BETTER FLIGHT MODELING Although current flight modeling
isn't all bad, I am one of the hard-core crowd who really
likes realistic flight models. Some manufacturers use the
FBW systems to scapegoat their laziness saying that FBW
will prevent that, disallow that.... and so on. For example
most of the modern flight sims don't allow departure from
controlled flight (the only fighter sim I know of that
allows departure from controlled flight is SSI's Su-27
Flanker and that sim is my current favorite, with EF2K
coming in far behind, but second none the less) for example
in flanker you can do flat spins, tailslides, inverted flat
spins, in all other sims you simply take a nose dive when
you stall. I know for a fact that you can flat spin F-16's,
F/A-18's because I have talked to the real pilots, I have
also seen videos of their spin testing....
I also know you can flat spin F-22 because one of the LM
prototypes had a parachute for spin testing. And even if
you do believe that F-22's FBW system will be able to
totally prevent spins, tailslides, high AOA stalls then
there should be an option to disable the FBW limiters. Why
am I whining about the flight model so much?? Well it is
because I love doing aerobatics, and the only sim I can do
it in is Su-27 Flanker, I always wanted an fighter aircraft
sim where you can utilize the aircraft's grace not for
killing but for its simply sheer beauty and the love of
flight.
2: More realistic padlock Current padlock systems are not
very realistic, in the sense that you can turn your head
360deg around like you're possessed. Also sim don't model
POV(Point of view) limits which takes away from the total
atmosphere, remember the expression "loose the sight loose
the fight"? Well again the only sim where that case applies
is Su-27, in all other sims you simply don't have POV
limits.
3: Realistic load out limits
4: Realistic flight envelope
5: Realistic fuel economy
5: Realistic weight effects
6: Ground Effect
7: Good mission recorder
8: Thrust Vectoring Post-Stall control
9: Imperfect AI.... An AI which will get tired, get low
morale, or maybe adrenaline boosts... The AI pilots have to
have the same "inefficiencies" as real pilots. But the AI
pilots should be very hard in dogfights, not because they
have a better airplane but because the are very
skillful.
10: Realistic weapon performance (for the enemy also)
11: Realism configuration
Where all these features can be disabled for novice or less
hard-core players. Slava Poliakov
I would like to see more interactivity between air forces
and ground forces.. Actual communication with a ground
based forward air controller. I would also like to see a
Vietnam sim, featuring F4's and "Bird dogs", foward air
controllers in prop planes. Keep up the 3dfx graphics too.
K. Dresker
I think it would be relly cool if in your next flight sim
or add-on to f22 adf/taw that you could not only fight the
s-37 Berkut but actually FLY it against f-22's and such.
The Berkut should become an imensely capable aircraft and
flying f-22s vs. s-37s should prove very popular. And I
have seen pictures of Berkut models that show a much
sleeker, sexier, stealthier and more front end, and the
vertical tail fins will probably not(it is pretty safe to
assume) the tail fins depicted in many pictures, angled at
90 degrees straight up, will be on production fighters, so
such changes to the prototype pictures would look good on a
game. And the strengths and weakneses these aircraft have
over the other should be depicted, such as a more
maneuverable Berkut and a stealthier Raptor. Features such
as rear facing radar and over the shoulder missile shots
shot be depicted on the Barkut, as well as a degree of
stealthiness.
Also, radio comms should be drastically improved. Giving
wingmen orders takes a long time with a keyboard and when
using HOTAS each individual command would take up valuable
buttons. So if microphones could be used to deliver the
messages in single and multiplayer the games would progress
faster, be easier, more fun and increase the sense of being
there exponentially.Being able to actually talk to wingmen
would be awesome. Also the number of commands should be
increased. Claire
I would like to see a voice recognition feature built into
single play and voice communication capabilities built into
the multiplayer aspect of DID/Oceans future sims. I believe
these features would take pilots' focus away from the
distracting keyboard and allow more time for immersion in
the sim itself. Imagine a flight leader being able to
simply say to his wingman, "Break left!" instead of having
to locate and press a series of key commands. With the
voice recognition technology available in windows programs
today, I am sure that 15 or 20 preset commands could easily
be programmed for recognition. I also believe that the
added realism would be well worth the cost. Emory Rowland
For tank/jet/helo sims: Player should be given the option
to NOT start in the cockpit. Here a DOOM/QUAKE like game
should start in barracks, officer's club, on the can
(heheh) etc. From any point here there can be numerous
permeutations/scenarios.
One for example: Scramble scenario. Player starts in bunk.
The claxon sounds of the air raid siren wake you up (screen
fades in) and you figure out you're in bunk. You run to
locker using your joystick to steer, suit up, and make a
mad dash for hardened aircraft shelters! You try to avoid
the mass of vehicles and peoples that have sprung to life
(it sure would suck to get run over by the refueling truck
and not even get the chance to let loose a few
sidewinders). You glance sideways and see your multiplayer
wingie climbing into his plane (how'd he get there so
fast?) You find your plane (maybe using a airbase map to
find your plane). The crew chief says you're all set and
gives you a quick run down of the plane's quirks (since
when do all planes run flawlessly?). You angle your
joystick towards the ladder to the cockpit and are buckled
in. You start rolling as the canopy closes. You follow the
commands of the flight personnel directing your plane as
you tune into the ATC frequency....then the game can
proceed as most do...beginning in the cockpit.
One last feature that ATF, SU27, and other upcoming sims
look like are beginning to implement are pre-flight damage.
In ATF/USNF, you could be forced to fly with bad rudder
controls, aerilons, or limited armorments, etc. This should
be included to give more of a sense of "being there" and
dealing with the operational problems that are a part of
military readiness. Steven Reyes
What I am looking forward to in future installments of
ADF/TAW is simply more realism. The ability to control your
wingmen's every move, larger selection of weapons, but not
allowing ANY weapons to be loaded on an F-22. Keep it
authentic, I only want to be able to load weapons that
would actually be on the F-22. I would like to be able to
COMPLETELY control the air war for a campaign. By letting
myself pick the targets, and assign different planes to
attack those targets as I see fit. As well as being able to
jump into an F-22 at any time to fly some missions myself.
I want my the AI in the game to be appropriate, for
example, I do not want to see F-111 on a bombing run try to
engage a flight of MiG-29.
Simply put, I want a game that will model all of the tools
and abilities that a U.S. air commander would have if he
were to run an air campaign, but I also want a very
authentic, realistic, and challenging flight simulator.
Shadowmind
I think that a great feature for sims of all kinds in the
future is a virtual battlefield. I mean having different
sims connect together to an ongoing war, with people flying
the planes, driving the tanks, making the strategic
decisions, and so on. A real total war, with people being
the main participants, not just silicon. I guess with
current internet latency and bandwith, it's a few years
before it it plausible, but I would love to see it. Marcel
Petrin