With a dynamic campaign, a fully integrated ground war,
and sporting the latest technology in radar (APG 68) and
avionics, F4 will simulate the newer Block 52 model
F16.
In a nutshell, Falcon 4.0 is a Windows 95, multiplayer
air-combat simulator set in the Korean peninsula, with a
real-time war in progress in which you take the role of a
single pilot in an F-16C Block 52. Even Andy Hollis will
have to scramble to top F4! Look for it in Q1, 1998. Here
is a cockpit shot...
System Requirements
According to the design team, there is good news and bad
news about system requirements. The bad news is that your
old 486 just won't cut it. By the time you get Windows 95
and all its drivers running, there just isn't enough
performance left for a serious simulation. SH has looked
long and hard at the huge range of computer performance in
the marketplace and decided that to meet people's
expectations for F4, they had to take advantage of the
state of the art.
The good news is that they DO take advantage of the state
of the art. We've made every effort to build a scaleable
engine, but to get things looking right, you'll need a
120MHz Pentium with a strong 3-D hardware accelerator or a
166MHz Pentium with a good conventional video card. Part of
this requirement comes from the graphics, but F4 will also
have the most complete campaign and simulation engines in
the business, and they both take CPU power to run.
Both the terrain and objects for F4 are all new. The
designers placed cutting-edge performance into the engine
from the start. Both software-only and hardware-accelerated
graphics are supported by the simulation. The one surprise
might be that, although F4 is running under Windows 95, it
will not use Direct3D. SH simply couldn't get the
performance and quality needed out of the system. Instead
they have built on previous work by Intel and come up with
their own graphics engine which produces excellent image
quality and performance. F4 will ship with support for 3-D
cards including those with chips built by 3Dfx, Rendition,
Cirrus Logic, ATI and S3. As more hardware is coming out
all the time and discussions are ongoing, this list is
likely to evolve and grow. SH is watching the online news
groups, so let them know which boards you're interested in
seeing supported.
This project has been a long time in coming, but it's all
the little details that make F4 much more than just another
knock off F-16 sim. So until you see the handiwork on the
shelves, know that the team will be slaving away to get the
finishing touches on the flight experience we've all been
waiting for.
Networking Options
Falcon 4.0 will support at least four different kinds of
networking. There will be modem support and direct
connection for two players, as well as local area network
support for multiple players. F4 will also be available on
Total Entertainment Network (TEN) for multiplayer Internet
play. Modem and direct connect will work for two people,
but network play will be limited only by your network and
computer speed. Based on our experiences with Top Gun: Fire
at Will, over 30 people should be able to play over
Thin-net. TEN could support hundreds of players in each
world.
Networking is designed into the game play. For example, say
you're in the middle of planning a critical campaign strike
when your friend Bob calls and wants to fly with you. Easy!
Just hit the Comms icon on the toolbar, select Bob's name
from the dialog list (assuming you have already created a
configuration entry for Bob) and hit "Connect." The chat
box (with voice transmission capability if your sound card
supports it) will pop up with Bob in it. Now drag "Bob"
into an aircraft, and you're set to fly the mission
together. You and Bob can choose to fly as wingmen, in
different flights in the same package or on entirely
different missions.
Mission Planning
All players in a mission can assist with the mission
planning (or one player can be designated to do it all).
Any changes will be updated on the mission planner as they
occur. The planning system allows additional flights of
aircraft to be requested for a package in case there aren't
enough slots for everyone who wants to fly. (This is
subject to available resources, of course, and any added
aircraft won't be out performing other missions.) With the
chat mechanism, the flight crews can discuss the mission
and the plans until everything is just right or it's time
to take off.
Tactical Engagement
In Tactical Engagement (Falcon 4.0's equivalent to Red
Flag), players can create their own missions and fly them
either cooperatively or competitively (since F-16s can be
assigned to any team). In addition, Dogfight (head-to-head)
allows players to quickly and easily set up multi-fighter
dogfights. In Dogfight, up to four teams of four aircraft
can duke it out. Setup options support limitations on the
types and number of missiles, computer wingmen if desired
and a reentry option which will keep the fight going for as
long as you can take it. The results of a single or series
of Dogfights can be saved as a text file for easy reporting
back to the Dogfight ladder.
Air to Air Combat
For air-to-air combat, you will have at your disposal a
gun, AIM-9s, AIM-120s and the radar to go with them. Radar
modes include RWS, ACM (20x30, Vertical Search and
boresight), VS and TWS. These are coupled to the HUD to
provide the EEGS, LCOS and gun snake -- as well as missile
dynamic launch zones. At the time of the E3 demo, two MFDs
(multifunction displays) were available, with and without a
cockpit display. This means that in the final product, if
having just the MFD on the screen bothers you, you will be
able to have a full working cockpit. But if you only want
to see the MFDs, you can do it that way as well.
The MFDs were capable of displaying the radar, RWR (Radar
Warning Receiver), Stores Management System or the HUD. The
full cockpit view also included a working RWR. One system
also had a Hercules monochrome graphics display attached,
and you could put one of the MFDs there. Rounding out the
system were ThrustMaster's F-16 FLCS and TQS, with full
HOTAS support.
Padlock views
At E3 one possible padlock view was demoed. The view is
based on a system developed for the U.S. Air Force back in
1992. While the system is not realistic in that you won't
find it in any production aircraft, it has been tested in
well over 1,000 sorties flown against a full-view domed
simulator and has been proven to compensate for the tunnel
vision a computer monitor gives you.
History aside, here is a description of the system. When a
padlocked object is within your normal field of view (that
is, on the screen), you see nothing unusual. As the object
leaves your field of view, it is replaced by a boxed image
of what you would see if you were actually looking at it.
The position of the box around your screen gives you the
maneuver plane that the object is in. The plane is defined
by the center of the HUD and the box. The box also includes
various cues to help you determine the actual position and
orientation of the object.
Having that description out of the way, this is only one of
the padlock views that will be available. F4 will also
include the Falcon 3.0-type of padlock and a scrollable
cockpit. F4 will be responsive to different preferences.
Other notable things about the E3 demo include three
different hardware configurations. The first setup was a
Pentium 166 with 32MB RAM and a Number Nine Motion 771
video card. There were two machines set up like this.
People liked the display and the feel of flight. The second
system was the same except that the computer had Intel's
MMX extensions built in, which improved the frame rate
about 30%.
The third setup used a 3DFX hardware accelerator board to
draw the image. This system ran at over 20 frames per
second, with bi-linear interpolation on the textures. It
was truly impressive. Unfortunately, we were unable to show
the cockpit on this system (3dfx has since defined a
hardware function within their chipset specifically for the
cockpit!) which is maybe how the rumors about having only
pop-up windows got started.
To show the multiplayer capability of Falcon 4.0, all four
systems were networked together. Typically there were two
solo players, and a 1v1 (one-on-one) going on, but we did
occasionally set up three- and four-way competitions.
The Sim Core and Avionics
For Falcon 4.0, the simulation core has been completely
rewritten. Taking the best parts of the logic from Falcon
3.0 and extending it, we have come up with the new and
improved simulation core. The simulation core includes air
and ground AI for tactical engagements, avionics modeling,
weapons modeling and other aircraft systems modeling.
A lot of work has gone into upgrading the avionics. As you
may remember, Falcon 3.0 simulated a Block 15 A model F-16.
Falcon 4.0 will simulate the newer Block 52 model. This
includes the new APG-68 radar and the HARM Targeting System
(HTS). The new radar will give you better detection
capabilities and better cluster resolution, letting you
know if that blip you are tracking is one aircraft or a
whole flight. The HTS will let you take on the F-16's new
Wild Weasel role.
The APG-68 simulation gives you complete control over the
radar. You choose the azimuth and elevation scan, the
number of bars, the search range and the Doppler notch
size. This will be important as you try to sort out the new
AI tactics which include altitude, elevation and azimuth
splits. To help you maintain your situational awareness,
you will be able to tell your wingmen which way to point
their radars (scan commands) and the intraflight data modem
will let you see what they see.
The Block 52 model is also simulated in DIs recent F16
Fighting Falcon. Not only does this model have color MFDs,
it also has LANTIRN
capabilities. For information on the F16 Block 52 go to
F16FF.
Of course, your wingmen will also understand about new
tactics, so the BVR (Beyond Visual Range) air battle should
get interesting. The radar also includes air-to-ground
modes including Ground Moving Target and Ground Map, with
and without Doppler Beam Sharpening, for those mud-moving
missions.
At your disposal, you will have a full complement of stores
that you can load as you see fit (within weight, carriage
and supply limits). The stores will include Sparrows,
Sidewinders, AMRAAMs, Mavericks, HARMS, GBUs, CBUs,
rockets, fuel tanks and ECM pods. The radar and HUD work
together to give you all of the cues needed to properly
deploy these weapons. For air-to-air, you get the standard
seeker and DLZ (Dynamic Launch Zone) symbology or your
choice of EEGS (funnel), LCOS (Lead Computing Optical
Sight) or snake for gunnery. Air-to-ground includes CCIP
(Continuously Computed Impact Point), CCRP (Continuously
Computed Releas Point), Dive/Toss and Strafe.
A great deal of effort is going into "suspension of
disbelief," to make one feel immersed in the simulation.
You will be able to hear the radio calls of flights around
you (provided you're on the right frequency). The CAPs and
interceptor flights which you encounter launch from an air
base and will be tracked by AWACS for you. Depending on the
mission you select, you can depend on AWACS for threat
vectors, target calls and steering to a tanker if you need
one.
Graphics
The following was written by Scott Randolph, Senior
Graphics Engineer for SH..
It is always an exhilarating experience to "slip the surly
bonds" and soar over the countryside in my own plane. My
biggest goal for the graphics in this game is to achieve
that same sense of wonder. I've fooled myself a few times
lately with the prototypes, so I think we're on the right
track.
Falcon 4.0 has a lot to live up to, and we all know it.
What we've got in store for you is nothing short of
spectacular. We've posted some screen shots, and they're
nice. The thing to remember, though, is that the real
game's terrain will be flowing smoothly by as you fly one
of the most realistic flight models available anywhere, and
the scenes won't be JPEG compressed into oblivion.
When I started on this project, Flight Unlimited was just
hitting the shelves. We were all impressed by its
ground-breaking realism, but knew we had to do better. We
needed to build a world 2,500 times larger with much
greater visual variety and still retain the same level of
realism and fit on one CD-ROM. A year and a half later,
we've accomplished that and much more.
Falcon 4.0 will run in "high color" mode (that is, 65,000
simultaneous colors). In addition, both the setup screens
and the flight simulation have been optimized for
high-resolution display modes (800x600 and 640x480
respectively). This will allow us to provide unprecedented
image quality and, just as importantly, variety. In the
past, games have been limited to 256 colors for entire
scenes. The result is often "cartoonish" looking
environments. With thousands of colors to work with, our
artists have been free to accomplish wonders.
We started out with satellite photographs and elevation
data covering all of Korea. This gave us good-looking
terrain, but we wanted more. The satellite images just
weren't crisp enough. We went out and found hundreds of
aerial photographs from all over the country. These we cut
up, processed and rearranged to supplement the satellite
data throughout the map. The result is a startlingly
realistic pilot's-eye view of the world with excellent
detail no matter where you fly on the map. Those of you
who've flown NovaLogic's F-22 Lightning II game may worry
that Falcon 4, with only one theater, won't have enough
variety in our scenery. Not to fear.
Unlike F-22, Falcon 4.0 will have a full-sized realistic
map so that you can fly from one end of Korea to the other
and see all the variety of terrain you would expect as you
pass over rivers, lakes, cities, forests, farmland and
mountains. The scenery is good enough that it's fun to
simply fly around and look.
We've put a great deal of effort into ensuring that you do
get to see the terrain; and lots of it. Few things are more
frustrating to me than flight simulations that seem to
think the entire world is shrouded in dense fog all the
time. We've certainly got haze and fog in Falcon 4, but on
good days, you should be able to see major terrain features
50km or more into the distance.
Of course, nobody can see an airplane or a tank that far
away, but you can certainly see the ground! We simply won't
tolerate mountains "popping" up in front of you at the last
minute. We've developed a "level of detail" system which
reduces terrain detail in the distance smoothly so that
important terrain features are preserved, while subtle
details fade out to maintain performance.
Oh, and by the way, targets don't "pop" up either. If you
can get a strong enough radar return, you can see targets
out to the 80-mile limit of the F-16's radar scope. Since
we've got a real campaign, we know what every vehicle in
the game is doing all the time. If you decide to take an
alternate route to your target or ignore your target
entirely, that's fine. There will still be an interesting
world with a war on out there.
As was mentioned previously, Falcon 4 has been designed
from the beginning to be a multiplayer game with a
real-time campaign running all the time. One consequence of
this is that war goes on 24 hours a day (in game time, of
course). We've put a lot of effort into making sure that
the night-fighting experience is just as intense as the
daylight missions.
A lot of little things go into making this happen. When the
sun goes down, it stains the western sky crimson. The city
lights begin to come on, and as night sets in, the stars
emerge. If you're lucky, it isn't a moonless night, and
you'll get some additional lighting in the target area when
the moon rises. You'll have to keep an eye out for AAA and
SAMs, but at night that job is a little easier thanks to
the muzzle flash and rocket
I've talked a lot about the terrain now, but what about the
3-D objects in the world? We've gone all out in this
department as well. We've got several hundred air, sea and
land objects from the U.S., South Korean, North Korean,
Russian and Chinese inventories in the game. Each object
has had its own textures individually drawn to capture
specific details. The objects are dynamically lit by the
sun and are Gouraud-shaded for a smooth appearance.
We've built in hundreds of special behaviors like
retractable landing gear, traversing and elevating turrets,
rotating antennae and moving control surfaces to give each
object a life of its own. We want to give you that
deep-down feeling in your guts when you look out the window
and see all the AAA guns tracking you.
Dynamic Campaign Engine
The following is by Kevin Klemmick, Dynamic Campaign
Engineer
The Campaign is literally the heart of Falcon 4.0. It was
the first code to be written for the project, and every
aspect of Falcon 4.0 deals with the Campaign in some way.
However, when people talk about Falcon 4.0's Campaign,
they're generally referring to the "Dynamic Campaign" in
which the player joins a squadron and engages in a virtual
war.
Over the last few years, "Dynamic Campaign" has become such
a buzzword in the flight sim community that the term has
lost most of its meaning. Since Falcon 4.0's "Dynamic
Campaign" surpasses the current flight sims, our in-house
title, "Virtual Universe," is more appropriate. In Falcon
4.0, there are tens of thousands of tanks, APCs, aircraft,
ships and military personnel attempting to carry out orders
from all levels within the military's organizational system
including their battalion, flight lead or task force
commander, brigade or package lead, division or squadron
commander, and commander-in-chief. All of this action is
happening in real time, and you can jump into it at any
time without experiencing abstracted troop movements and
limited objects.
When designing the Campaign, my goal was to create a fully
populated world that reacted not only to actions made by
the player, but also reacted to chance occurrences made by
the computer-operated pilots. I wanted a game that would
run in real time like a real war and had the capacity to
support dozens if not hundreds of players.
My first step was to determine a way to run artificial
intelligence on tens of thousands of entities
simultaneously on an average PC, while still allowing
enough processor time to run the graphics at a reasonable
frame rate. The obvious solution was to lower the amount of
entities that required thinking. We decided to use
aggregated units and installations.
An aggregated unit consists of a collection of vehicles or
squads (between one and a few dozen) that operate together.
Generally, Army units consist of battalions, Air Force
units consist of flights and Navy units consist of task
forces. These "units" receive orders as a whole, and they
move and fight as a unit as long as no one is around to
view them. When a player approaches an aggregated unit, the
component vehicles are added to the sim and move and fight
in view of the player. When a player moves away from these
vehicles, the remaining pieces are placed back into the
aggregated unit.
Similarly, installations (or "objectives" as I call them)
refer to a collection of buildings that have a similar
purpose (i.e., an air base has a runway, some hangers, fuel
tanks, etc.). These buildings are placed when a player
nears them and are placed back into their parent objective
when the player moves away.
Since these objectives respond directly to a player's
actions, a "player bubble" forms around any player in the
Campaign as the aggregated units temporarily de-aggregate
and interact with the player. At the same time, any and all
damage inflicted by the player is recorded on the
aggregated unit or objective; therefore, damage is
permanent (or relatively permanent since the enemy can make
repairs). So, if you decide to drop a 1,000-pound bomb on
Seoul's Olympic Stadium, you'll get to view your handiwork
whenever you fly by the bomb site in the future.
More importantly, the vehicles are all performing tasks
given to them by a commander and are, therefore, part of a
larger plan rather than randomly scattered encounters. For
example, if you shot down several enemy SEAD (Suppression
of Enemy Air Defense) aircraft, the SAM (Surface to Air
Missile) sites they were tasked to suppress would still be
operational. Therefore, the enemy bombers that were tasked
to fly over those SAMs may have to abort or take additional
losses. Additionally, the enemy commander would probably
end up having to task additional SEAD aircraft to do the
task the first wave failed to do, creating a whole chain of
effects.
Of course, your commander is working under similar
constraints--attempting to prioritize targets, analyze
threats and determine timing to build the best possible ATO
(Air Tasking Order). Your commander assigns aircraft to
strike packages, adds SEAD or escort aircraft if deemed
necessary and even may add BDA (Battle Damage Assessment)
aircraft to verify the target's status. Meanwhile, DCA
(Defensive Counter Air) aircraft are assigned to keep the
enemy out of the player's airspace; AWACS, JSTAR and tanker
aircraft are assigned to support positions; FAC (Forward
Air Control) and CAS (Combat Air Support) aircraft are
assigned to the frontline's hot spots, and so on. As an
F-16 pilot, you can view the entire ATO as well as your
squadron's role within it and choose to fly any mission
your squadron is tasked to fly.
Despite this ability, however, a game isn't quite a game if
you are just "one" of hundreds of pilots and "one" of
thousands of military personnel fighting in a virtual war.
Sure, you can choose all the important missions and fly
several more missions than a real pilot could, but even a
successful player isn't going to have much effect on tens
of thousands of enemy tanks. So, we decided to give your
side a little "bonus" when you do well and a "penalty" when
you do poorly. Basically, computer-controlled responses get
a little better or worse depending on your performance. For
example, if you successfully shoot up an armored column,
additional strikes versus that column will be more
effective, while the soldiers on the ground who fight that
column will do better. This systemic response makes it
possible for a player to turn around a potentially bad
situation.
Since the Campaign is operating in real time and the timing
of the player squadron's flights is critical to the outcome
of the war, we ran into a problem deciding what to do with
the downtime between flights. In a single-player game, it's
easy enough to compress time, essentially advance time
until the player's takeoff time. However, Falcon 4.0's
Campaign was designed as a multiplayer Campaign, and it's
just not possible to have one player advance time while
another is lining up for a bombing run. To solve this
problem, we've allowed you to jump into any aircraft in
your squadron (that is, assuming another player isn't
already controlling it). You have the option of waiting
until a particular flight's takeoff time and, therefore,
you are able to make changes to the flight's flight plan
and weapon loadout. Or, you can jump into an airplane
currently in flight and join the action immediately.
The multiplayer aspect of the Campaign is what truly
fascinates me and is something MicroProse is dedicated to
expand. Since the Campaign was not written around a single
aircraft or vehicle, a player's ability to fly another
aircraft, operate a tank or SAM battery is simply a matter
of additional flight models, avionics and artwork. So, at
first, you may only be able to fly F-16s cooperatively
against a determined computer enemy, but you won't have to
wait too long before there are player-controlled MiG-29s,
Su-27s, F/A-18s and even more out there as well.
Ultimately, we hope to run an Internet server so that
thousands of players from all over the world can jump into
the cockpits of a wide variety of different vehicles and
play in a single game, and maybe someday even have a "real"
human plan one side's air strikes as well as ground
offensives. If we are able to globalize Falcon 4.0, then
suddenly this "Virtual Universe" will become a lot more
real!