FALCON 4, the most famous "VaporWare" of the Flight Sim
Community, is nearing completion. Yes, I know you have
heard all this before. This time however, there is a nearly
finished version in the hands of in house as well as
outside bug hunters and play testers.
So everyone wants to know … will it be worth the
wait? Without a doubt, the answer is YES! As with any
software, there will be imperfections, design tradeoffs,
budget and time constraints, but there is also a goal: a
vision of what is expected of the program. This vision has
really had no major changes since the first announcement of
FALCON 4 some years ago. Beneath it all there is still the
clear and ultimate goal that has always been there: to
create the most realistic, all immersing air combat flight
simulation possible. MicroProse wants you to feel like you
are really experiencing a war. This vision will be
realized!
The flight model has matured considerably since the demo
was made available. Weight, drag, altitude variations are
all being included. Stalls and other anomalies that are the
direct result of poor judgments during flight are being
modeled as well. I spent a bit over 10,000 feet recovering
from a Deep Stall. Thanks to a quick lesson form Gilman
Louie, I was successful. But I was getting ready to go for
the Ejection Strap … very demanding and realistic
requirements were needed to recover. Virtual pilots looking
for a realistic flight model that also models realistic
recovery protocols will be very pleased.
Avionics have not been overlooked either. Gone are the days
of "Gods Eye ... know everything everywhere" views and
information. If you leave the "Label cheat" off (little
labels above the aircraft that tell you what it is.
Distance that labels can be seen will vary depending on
realism level settings), seeing a bandit is difficult at
best. You need to manage your systems, you have to order
your wingmen do sweeps. Keep an eye peeled for little dots
moving about in the distance. If you see little dots, do
you pull around and put your RADAR on him? What is his
range, what BAR SCAN and AZIMUTH do you use? Do you lock
him up and let NCTR "hopefully" identify him? This would
give you away.
Would you get an accurate reading with a quick blip? Do you
need to leave the lock on them for a while to confirm their
ID? What if they are bandits, are you prepared to fight
them? Are they disguising their numbers? Will they beam you
if you lock them up and try to hide from you? Why won't
they lock up? They're getting close, do you break and run
or engage? They are turning and running, heading low over
the terrain. Do you follow them? Are they baiting you into
a trap, trying to drag you over AAA or SAMS? You get a much
better feeling of realism and what a real pilot must
consider.
So far I have experienced all of these things and more. The
209th VFS Delta Hawks radio chatter dropped drastically in
games like EF2000 due to the JSTARS/AWACS views that gave
way too much information. You will be talking constantly in
FALCON 4, asking your wingman for sweeps, getting data.
Trying to figure out why you can't see what your wingman
can see. Formation flying that allows RADAR scan overlaps
will be important. Those of you that have not flown wingman
formations that allow you to cover each other will get a
fast lesson in just how important this is.
Aside from the flight model and avionics, tweaked to a
level of realism demanded by the actual F-16C pilots that
have been testing it, we have 2 primary modules in the
package that give FALCON 4 an advantage over most other
sims.
The TACTICAL ENGAGEMENT module allows players to set up a
mission, with full direction of the ground forces, orders,
routes etc. It allows the players to set up the
opposition's forces similarly. Once the mission begins, the
AI takes over and the war begins. Anything you are not
flying will get run by the AI. Even if you set up
successive missions and don't get home in time to fly the
next one, it will take off and fly the mission.
Of course you can always hop out of your current flight,
and into the new one whenever you like (except during
egress or landing, in all sections of the game you can not
jump into a flight in egress or landing. You can leave
these flights if you wish and the AI will take them over).
Now you and your AI or human cooperative multi-player
pilots must perform your tasks to help insure victory. If
you are very bold, you can fly low and watch what the
forces are doing and even witness a land battle. And, as is
becoming an industry standard, you will be able to make
your mission and send it to your friends to see how well
they do.
The flexibility of this module will allow you to create
quick and easy training missions or short sorties, to
developing a whole campaign setting. The AI will work with
or against you in a pretty intelligent manner.
A feature that I particularly enjoy is the AI making the
decision whether or not to attack encountered units. In
many mission building systems, ground forces will pass
right by, or even through, each other unless they were
given a command to attack at a certain waypoint. In FALCON
4, even if the command was to just move to the next
position, an encounter will require the ground forces to
decide if they should attack. The AI will also prioritize
situations as required.
Once you watch a campaign and start to play with the
Tactical Engagement section, you will quickly realize you
can create a war of the same magnitude as the campaign if
you were so inclined. You can use TE to set up competitions
with Win Conditions. You can use it to train, or just learn
or test tactics (both air and ground). You can make the
missions as easy or as difficult as you like, as cut and
dried or complex as you want. Solo or multi-player,
cooperative or H2H, the possibilities are virtually
endless.
The DYNAMIC CAMPAIGN module takes this a step further and
gives us a Real Time war. In addition to all of the goodies
found in Tactical Engagement, the Dynamic Campaign will
create missions to select from. While you can not create
your own missions in the campaign or command the ground
forces, (what real pilots actually get this luxury anyway),
the amount and wide variety of missions is impressive. You
will be able to prioritize different areas (between 26 to
28 areas are planned) for certain mission types.
You may wish to clear a center corridor of EWR sites so you
can more easily move about with less chance of detection.
Once you have cleared enough of the EWR sites to satisfy
your tactical operation plans, you can change the priority
of these areas to your next planned tasks, such as SAM
suppression, etc. If you have an area that requires heavy
CAS to assist in a push by ground forces, you can make that
the priority. What and where you make your decisions will
have a marked effect on the outcome of the campaign. You
are not just flying in the campaign; you are managing a
war.
Reinforcements will enter the war if available. Pilot and
aircraft management for your squadron will be important as
well. Scramble Missions will become available as required
dependent on where your squadron is stationed. Squadrons
will have primary missions, and what squadron you pick to
fly in will dictate the primary type of flights available
to you.
If you are an Air to Air junkie like I am, you can spend
most of your time in these rolls. If you like to "move mud"
(which has a very strong role since supply line effects are
modeled as well, take out the supply lines to the enemy
troops and lower their effective fighting abilities); you
can pick a squadron that does that. Another feature "fog of
war," campaign data is not always one 100% accurate. You
may "think" there are no SAMS around a certain target, only
to find out much differently once you arrive. The depth of
the campaign is as yet, unparalleled.
During a debriefing/Q & A session after a beta session
at MicroProse, we talked while a campaign (NATO forces on
the offensive) ran on a machine in the background at
accelerated speed. Beta testers and MPS staff alike would
stop mid-sentence to watch or comment on the situation
going on. During the few hours of real time we watched, we
saw the NATO forces create a corridor of space up through
the middle of North Korea by first taking out EWR sites and
then going after SAM sites. All North Korean high altitude
RADAR was eliminated. NATO bombers were pretty much having
their way with the northern targets. Occasionally a
scrambled group of MIGs would take out a bomber flight.
Then we got footage that China had entered the war on the
North Korean side. Reinforcements were seen coming south to
bolster the front, a few EWR sites came back on line, the
hard won corridor became a bit more treacherous for the
NATO flights to go into. Air to Air battles became more
prevalent, bombing runs reduced. Again, NATO held it's own,
and started to make progress, much slower, but progress
into northern territory again.
After a while, we got another bit of footage … we
were doing too good, the Russians decided they would join
the fray on the North Korean side as well. (Remember, this
is all happening while no HUMANS are flying. All of this is
AI generated. An entire war raged on.) The Russian
reinforcements moved to help shore up the hole NATO had
been pushing up into the middle of Korea. This was where we
called it a day, but based on what we saw this war was not
going to end soon. There are some issues to be worked on
and tweaked, but overall, the campaign engine on it's own
is a work of art. I am tempted to say FALCON 4 is not
merely a flight simulator, but a war generator that we are
given the privilege to fly F-16's in.
At this writing, campaign will be supported in LAN mode
without a doubt. Over the Internet, there may be some
issues that need to be addressed to insure stability. The
"Server Add-on Module", to be released later, will be aimed
at solving these types of problems. The massive amount of
data required to transmit is the concern here. As you
increase the number of players, Internet or LAN, the amount
of data to transfer goes up dramatically. The Server
Modules purpose will be to run the campaign, sort out what
actual data YOU need, and send you just that.
This way if several flights are in the air in different
parts of the campaign area, the data transferred to each
player will be significantly reduced, thus enabling more
people to fly and offering more stability. Obviously as the
name implies, you will need a dedicated server to resolve
this. And yes, there is talk of doing this as well. (I have
also spoken with several individuals who plan to do this on
their own, so there should be no shortage of Internet
campaigns to fly in once the Server Add-On is released.)
Campaign in solo play is a given and will provide more
hours of fun than I care to speculate.
Another module that will get a lot of attention is ACMI. In
the past, various flight sims have supplied us with
everything from wire frame ACMI to full 3D recordings of
your mission. Well, FALCON 4 has covered it all. You can
pretty much set ACMI to replay in anything from wire only
to a full 3D rendered replay movie style, or anything
in-between.
You will also have the option of cockpit view or various
outside views. So if you want total realism with wire frame
replays, you got it, if you want to watch yourself movie
style, you got it, you want to mix 3D with wire frame
… yes, you guessed it, you got it. You can even
switch these details on the fly, while the recording is
playing back.
The ACMI is set up with features such as wing streamers and
gravity vector, various view options, aircraft focus
options (do you want to see the action from your opponents
point of view?), and much more to help you analyze what you
did right or wrong. You are also able to play sections or
easily replay sections using a slider bar. For those of you
that have seen the demo, there have been so many
improvements that you will hardly recognize the game. And I
am not just talking about graphics, which have improved
tremendously. Various other changes include: frame rate
increases in every area of the game; flight model has
improved dramatically; enemy and friendly AI are still
being tweaked, but are much improved. (Quick note: SU-25's
have this amazing ability to drag you low and over AAA and
SAM sites. They are crafty little devils.) The dynamic
campaign engine will far and away be the best to ever be
released.
Add-Ons are planned as well. The givens are MiG-29 and F-18
add-ons. These will also come with additional campaigns,
much like the FALCON 3 series. But these are not the only
aircraft add-ons planned. There is also the mentioned
planned Server product. You can expect a rather long and
prolific product life with the FALCON 4 series.
While the quest for the "Holy Grail" is never ending,
FALCON 4 will come the closest to it that the flight sim
world has ever seen. Release is scheduled before the end of
'98. Yes, I know we have heard several dates and there have
been many delays, but based on the state of the program
right now, features that are in and working and features
that are being tweaked still, this will happen. And trust
me it will be worth the wait.
Once the builds mature some more, I will review the updates
and enhancements again. Many of the features are still
being tweaked, so some changes may still occur. I also plan
to do a recap of a full multi-player LAN campaign mission
soon.