Falcon 4.0: Interview with Tester Jeff Babineau - Page 1/1
Created on 2005-01-18
Title: Falcon 4.0: Interview with Tester Jeff Babineau By: Len 'Viking1' Hjalmarson Date: 1997-??-?? 846 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
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.
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.
Naturally, F4 will run under Direct3d as well as Glide.
Recently I had a chance to interview one of the key team
members who participated in the first outside focus group
looking at an early alpha. Jeff Babineau of the Deltahawks
answered most of my questions with regard to his
experience.
Csim: When the demo was released
some months back many fans were greatly disappointed. You
and the Deltahawks have been involved in testing Falcon 4
for some months now. What are some of the most recent
advances?
Jeff: More recently there has been a huge jump in frame
rates. Instant action will now give frame rates as high as
90 on a P166 with a 3d card. They have LOWERED their
minimum spec machine to a 133 with 3DFX and 32 megs ram.
Csim: Jeff, the Alpha demo left a bad taste in many mouths.
Combat was too limited and the frame rate was terrible. How
far beyond the Alpha demo have we come?
Jeff: Considering that the alpha demo had only Instant
Action could we say about a globe of difference? If I just
consider the instant action scenario, then the virtual
cockpit has had some improvements in graphics and the frame
rate has been improved. They eliminated the hand in the
cockpit and now there is a little dial that disappears when
its not used. I couldn't understand why everyone got so
twisted about the hand. I mean so what? Wouldn't it have
been better to have discussions about views, weapons, frame
rates, weight modeling etc? Big changes in blackout to.
Csim: We've been reading about F4 for the better part of a
year now. Were you in any way prepared for the experience
of F4 itself? (Aside from general knowledge of sims and F3
that is...)
Jeff: That's funny. I don't think you could describe my
feeling when Marisa called to say, we were getting an alpha
by Friday. Later when "Falcon 4.0" came up on my screen, it
was such a relief. Finally! It's great to see many of the
same features installed with reference to F3. Padlock,
Instant action, squadron records, campaign, and of coarse,
multiplayer. I'll be they didn't call "Tactical
Engagement," "Red Flag" because "Red Flag is in Nevada. The
attention to detail IS there.
Csim: Give us an overview. What is the heart of F4 and why
is this sim SO big?
Jeff: The biggest reason is F3's legacy. The second is that
this will be the first sim to give us everything we want.
No one is left out. Arcade? Realistic? Campaign?
Multiplayer? Mission editing and creating? Squadron
management? It's all there and it is ALL integrated in to
the whole game. They don't do something silly like "Only
H2H play for multiplayer." I've heard it said at MPS that
if a game doesn't have multiplayer now, it'll die. That's
the mindset.
Csim: What kind of hardware are you working with?
Jeff: At MICROPROSE I fly whatever I get. At home I fly a
P233, 64, 3DFX. My frame rates are in the high 20's.
Thrustmaster gear all around and now that Quickshot has
allowed a programmable cartridge in the Masterpilot, I'm
using one right now. I see myself going to 2 just to get
the "look " right. F4 is set up to take advantage of this
as well as each MFD button has its own keyboard command.
Csim: Yeh, that is one COOL unit and its changed my own
setup permanently. Now lets get into the nitty-gritty. What
do you think of F4s graphics?
Jeff: I like them but it's not my most observed feature.
They are doing more work on them all the time so it's hard
to say. Clouds have changed a bunch and they are really
starting to look good when flying below the cloud layer,
especially with the overcast clouds.
Csim: Does F4 use a "hierarchical" engine? Were the visuals
down low as detailed as up high?
Jeff: I spend way to much time lining up a gun shot to
notice. They look good. Better than ADF? Not really but in
some respects, yes. Frame rates higher so I'm happy with
that.
Csim: Well, I know you aren't into eye candy, but what were
your impressions of terrain, objects, sky etc?
Jeff: Enough already. ;) Objects? You mean an 8 mile
maverick shot? The tank looked real good right up to the
point where I made it burn. The sky was blue. Will wants
the rivers to be more brown because he's been to Korea, as
have I, and he's right. But I'll bet someone will complain
that water is blue. The roads and buildings look much
better. I'd compare the roads to LBII. In other words,
worked into the terrain instead of laid on top like EF2000.
Csim: I understand lighting is dynamic and includes
moonlight effects etc. Janes has really pushed the limits
on lighting effects in LBII and F15. What did you think of
the lighting in F4?
Jeff: Again, I haven't spent much time looking at it,
especially at night. I'm much more concerned about the
views, weapons and avionics modeling.
Csim: What about special effects. Any surprises there? What
are the explosions like?
Jeff: OK you got me on that one. I love the flame effects.
In some cases it actually looks like the aircraft is
spewing fuel and it's igniting. The more fuel, the more
fire. Tankers burn good. HIPS blow up quick. I did want
them to make the smoke effects fill the sky but they
reminded me that I wanted 30fps all the time too.
Csim: What were your impressions of physics modelling,
ballistics etc.
Jeff: I'm seeing pretty good effects on landings but more
work is being done in this area. I'm hoping that ground
turbulence will be played but more importantly, weather.
Csim: In early versions damage modelling was somewhat more
general than the state of the art as in A10 Cuba. Has this
changed?
Jeff: Can't comment yet.
Csim: Janes F15 feels completely different to me than
anything I've flown before, especially at low speed where
nose high authority disappears and its VERY easy to lose
control. The next nearest example of this level of realism
might be Su27. How is flight in F4?
Jeff: The flight model has changed very little from the
demo. The reality is that many F-16 pilots are flying the
game and making recommendations.
Csim: What weapons are available to you? What are your
impressions of weapons modelling, blast effects etc.
Jeff: When I entered the campaign and went to edit my
loadout, I was stunned. I instantly grabbed the flight
manual to see what they all were. It looked like every
weapon in the flight manual is in the game. Effects are
even better aside from the normal, "I drop bomb, it blows
up." In the campaign you can drop an anti runway bomb on a
runway. the repair time might be 4 hours. If you drop mines
on that location, the repair time might be 6 hours. Do you
want air burst or ground impact? Very different effects.
Csim: What is your impression of enemy AI, and is the AI
fully developed?
Jeff: Can't comment yet. Nice thing is that different
aircraft will use different AI.
Csim: Give us
an overview of the avionics as you experienced them.
Jeff: I've been given a look at the -1 manual on the F-16C
blk 34. I needed it. It is so cool that I can look at F4
and use the REAL flight manual as a reference. This is the
first sim I've played that will use NCTR for IFF instead of
the old system. NCTR measures how sure the bandit is based
on a number of criteria. It is not a on/off switch. I was
hoping for a few more master modes but the sub mode
implementation is very good. They are even having a few
modes that "no self respecting fighter pilot would use"
Again I've overheard someone say at MPS, if it's in the
T.O. it should be in the game. Mindset. I 100% agree.
The sounds are the best I've ever heard in a
game. External sound volume is controlled separately
so if you want arcade style explosions and flybys you
can add it. If you want to fly realistically and not
hear your wingman's engine or an AIM9m burst at two
miles you can.
Csim: Were there any avionics features that surprised you?
Jeff: HTS, NCTR and the lack of a zoom mode for the
maverick. I don't know if it's going to be in place. With
the HTS, so little is known about it that not much can be
done. With airforces all over the world flying F-16's, you
can get a lot of information on most of the radar modes.
With the HARM, it's very classified. The TEWS will be done
differently than any other sim. Each radar type will give a
different audible sound.
Csim: How have you found the radar modelling?
Jeff: Uh....perfect? I know how to use it. I can engage
well with it. My Thrustmaster files are set up like the
real F-16. But really, I must defer to the F-16 guys and
I'll bet they can't even talk about it.
Csim: I understand that there has been considerable
discussion regarding views, especially the padlock. What is
in place now and what are the range of possibilities?
Jeff: There is talk of adding more static views with more
of an "up" perspective. F4 will set a precedent in padlock
views by having multiple options. Realistic padlock will
only allow you to padlock in your FOV and within visual
range and blocked by the cockpit. Simple mode will see
everything everywhere and start on closest threat first.
Then they have another view which they call "Extended FOV."
We all know it as Hawkeye because it is similar to B2B's
view. I would say that MPS is flexible in this area based
of input they receive from testers and the users of the
demo. I'm hoping that the F3 style window on the left 20%
of the screen can be modified.
Csim: What is the virtual cockpit like in F4 so far?
Jeff: The graphics got a bit of a facelift and more will be
done. Again the demo does not show that the TWI and DED
will work and that weapons will be seen on the wings.
Gladly they are not superimposing MFD's on the virtual
screen. They are leaving the MFD's in the MFD.
Csim: Janes F15 offers some options we haven't seen for a
while, including a very logical hierarchy of command of
WING, ELEMENT and FLIGHT. Is F4 modelled this way for your
AI comrades?
Jeff: Can't comment yet.
Csim: What about other kinds of sound modelling. What were
your impressions of voices, AWACS, engines, weapons etc.
Jeff: The sounds are the best I've ever heard in a game.
External sound volume is controlled separately so if you
want arcade style explosions and flybys you can add it. If
you want to fly realistically and not hear your wingman's
engine or an AIM9m burst at two miles you can. Remember
that there are two things that MPS is doing in this area.
1. Make you feel like you are in a real f-16 as part of a
campaign and 2. They have F-16 pilots making
recommendations. Nothing is made up. No fancy "what might
it sound like" or worse, "wouldn't it be cool if it sounded
like this." If that's the sound the F-16 makes, it's in the
game. OK so I've never flown an F-16, I'm being very
trusting on this. There might be some player concessions
like airbrake and such but the rest is really accurate.
Will says so and he's been in an F-16.
Csim: Tell us about the modelling of blackout and redout.
Jeff: I'm guessing that this has been changed due to
response from the flight sim community. It is now more
circular shaped when it collapses. I really like it. The
guys at MPS were surprised that the Delta Hawks never flew
without blackout OFF. so that meant that we spent a lot of
time staring at a little pinpoint of a graphic in
dogfights. The really nice thing is that you WILL lose
control of the aircraft when you black out. so guess what?
Blackout is something to be avoided. duh.
Csim: I assume that you were flying connected to real
pilots most of the time. How did the networking go?
Jeff: It's getting better all the time. The plan is NO
limits except bandwidth. I've asked how much bandwidth is
needed per player but so far I don't have an answer. It's
getting silly to talk about "just" the networking because
everything you do in F4 has multiplayer built in. I know
this is kind of confusing becasue we are so used to "The
most dynamic, most realistic, blah blah blah, multiplayer
H2H only." But F4 makes no distinction between what a solo
guy can do and what multiplayer can do. Precedent setting
stuff. And I'm sorry to say, no one else is doing that.
Csim: How much of the campaign is working and did you get
to try it out? What were your impressions?
Jeff: The campaign is really beyond words. There is so much
going on. It feels like a fully interactive world. Except
ON the runway. It would be nice to have more ground
interaction i.e. where do I taxi to after landing? But in
the mission, I know I am not against the world. I know that
I am a part of a big event.. I know I have to accomplish my
mission or the war changes if only slightly. I also know
that bandits can jump me from anywhere. You remember in
EF2000 how the blood clot would exist at the IP and that
was it? Or in F3 and LBII where you really flew just a tree
of missions. That's' all over with. I mean I guess I could
take out a target of opportunity but my main concern is
making my steerepoints on time and putting my payload on
target.
Csim: Tell us about intel modelling for the campaign.
Jeff: I'll defer to the designer notes. But I've discovered
something else. It looks like we may be able to actually
command or issue orders to the ground units in the
campaign.
Csim: I understand that we will be able to jump into a game
in progress or even jump in and fly a mission in progress.
Is this working?
Jeff: Yes. But I prefer to look at and maybe edit my
loadout and adjust my flight plan before I jump into the
aircraft. I have to admit that I have not seen a stupid
loadout yet. It's all from the manual and based on
logistics concerns. I just prefer to carry a few more 120's
in a SEAD mission.
Csim: What is your biggest beef with F4? Do you still have
a personal wish list or is F4 covering all of it?
Jeff: You had to ask. Without a doubt it's the padlock
view. I'm fanatical about this. I feel that this view alone
is where most everyone will be in so it requires the most
attention. Admittedly, padlock is the "holy war" of issues.
Other than the padlock, maverick zoom and more ground
activity, F4 is just about my "holy grail." I mean they are
even adding adversary aircraft in about 6 months. What else
is there?
Csim: Once this is released, will life continue as normal
or will all other sims go on permanent hold? ;-D
Jeff: The internet won't be the same. Everyone will have so
much to do in solo play and if they want, they'll be able
to add any of their internet flying buddies into whatever
they are doing. It's going to be that easy. No limits on
multiplayer, can you understand why I'm excited?