Fighter Duel 2: Interview with Matt Shaw and Jim Belcher - Page 1/1
Created on 2005-01-19
Title: Fighter Duel 2: Interview with Matt Shaw and Jim Belcher By: Len 'Viking1' Hjalmarson Date: Unknown 1009 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
The original Fighter Duel is a high-performance dogfight
simulator where you can fly one of sixteen classic World
War II warbirds against up to eight enemy. It is
connectable, which is its design goal, to allow you to fly
against friends via network or kali.
FDhas been renowned for a very sophisticated flight model
which makes flight quite challenging. To date Fighter Duel
has used the standard fixed view system familiar to the
Warbirds and Air Warrior crowd. Terrain has been decent and
unobtrusive, and aircraft detailing has been quite high,
relative to the high frame rate on a fairly basic system.
But times they are a changing! Fighter Duel 2 has been in
the works for quite some time, and recently I spoke with
Matt Shaw of SPGS about the project.
Realism in instruments! The ME262 Panel From Fighter Duel
II
Csim: Matt, what is your role in the production of FD2?
Matt: I am the lead designer on FD2. The head design team
at SPGS is myself and my partner Ted Jump.
Csim: Do you have a favorite military sim on the PC, and
why?
Matt: My personal favorites are the Lucas Arts WWII sims
from way back and Falcon 3.0.
Csim: Can you tell us something about the design goals of
FD2?
Matt: Our goal always has been to recreate the dogfight and
to allow you to do interesting, but reasonable "what if"
scenarios.
Csim: What aircraft will we fly?
Matt: There will be more than 25 WWII aircraft to fly
including multi-engine, jets and experimental types.
Aircraft 3D models are completely new, high-resolution
models with hi-res artwork.
In addition to all the aircraft in the original FD, the
following are some of the new aircraft that will appear in
FD2:
Me 163 Komet
Me 262 (jet)
J7W1 Shinden
P38 L Lightning
Tempest V
P-47 D Thunderbolt
Brewster Buffalo
FW190A8
P51D
Hawker Hurricane
Mosquito
Me109e
Csim: Matt, Fighter Duel is considered by many to be the
best h2h sim out there out there, even if it is limited to
dogfights. Can you give us some history? When was Fighter
Duel first conceived?
Matt: We've been working on the basic Fighter Duel metaphor
for about 8 years. We originally programmed FD for the
Amiga computer, releasing our first product Fighter Duel :
Corsair vs. Zero back in 1991. We made several follow ups
for the Amiga platform and came out with the PC version in
December of 1995. Our goal in FD was/is to bring
dogfighting to the personal computer.
To have the feel of flight, aerodynamics must be simulated
correctly, screen resolution must be high, frame rate must
be good and aircraft must be distinguishable from each
other when you fly them. Toward those goals we have done
what it takes over the years, (lots of assembly) to get
there. As we are total flight enthusiasts, we like to add
features and nuances to make FD more enjoyable and
playable.
Csim: What kind of training will be available in FD2?
Matt: In Fighter Duel 2 you will have the option of being
checked out on the aircraft before you engage in combat.
You can take on an unarmed drone to try high deflection
shots, or try your hand at ground targets, or just fly
around to get the feel for the particular aircraft. This
kind of training won't be for everyone, but it will make
some high performance airframes accessible to novices.
We have included the AT6 Texan, which is a classic trainer.
This aircraft is a lot more stable and forgiving than
something like the Mustang!
Csim: I understand that FD2 will include both the cardinal
views as well as a virtual cockpit. Can you tell me about
the new views?
Matt: Sure. We've added a number of outside views as well
as the virtual cockpit. Its true that cardinal views are
often easier to manipulate, but they don't always give you
a quick fix on the bandit. Furthermore, a virtual view
allows for a flexible padlock system.
We are designing a padlock system that is close to the way
a real pilot reacts to a target. The view will be limited
appropriate to the specific aircraft. For example, in the
ME109 which has no bubble canopy, you can't see straight
back. And the angle of visibility will also be limited in
accordance with natural human limits.
The way this will work is that if an aircraft is visible to
a real pilots eye, you can padlock it. However, the padlock
view is easily loseable. A quick manouever on your part or
the targets means that you might lose your view, or if he
suddenly drops on to your tail, you will lose the view. If
another aircraft pops up in front of you while the target
drops behind you, the padlock will move to the new
target,since a real pilot would take that opportunity
(though you might be wise to get your butt out of there
with another bandit on your six)!
Csim: Sounds good. Thinking about views I remember the
cockpit panels from Fighter Duel 1. They were absolutely
amazing! What will see in FD2, and will there be unique
panels for each aircraft?
Matt: We have four basic panels, with some variation of
each for a particular aircraft. So for example, the twin
engined P38 uses one of the four but with minor changes.
The artwork is quite unique, being done in 24 bit color at
very high resolution and then scaled down. They wont' be
the photo panels of version one, but they look as good.
In addition, you will be able to customize your panel to
some degree. So for example, if you want to add a photo of
your wife or girlfriend, you can do that.
Mosquito under 3dfx. Click for a larger shot...
Csim: Tell us a little physics, ballistics and flight
modeling.
Matt: Our philosophy is to do something completely
accurately first. We have been using a Newtonian physics
based flight model since day one. We then take all the real
physics and optimize them so an average computer can handle
performing the calculations. In Duel 2 we are adding even
more to the aerodynamic equations. We've added things like
ground effect, wind, and an entire new damage model. As
areas of the aircraft are damaged, the effects will be felt
aerodynamically. Loss of lift and control surface
effectiveness from holes, etc.
Csim: What areas in FD2 will be ground breaking? Some of
the new WW2 era simulations are sporting aircraft design
options. Was this something you would ever consider for
Fighter Duel?
Matt: We have considered offering options to reconfigure
the wing shape and whatnot, but that isn't what FD2 is all
about. Its about flying and support of actual WWII
fighters. One design option we are going to allow is that
individuals may customize the art on their aircraft. When I
create for instance my own Corsair, it now appears as a
F4U4D Corsair - Matt, effectively a new plane. These files
may be sent to others in multi-player and the art can be
triggered to be put into use if they fly against you.
Csim: What level of detail will we see in the terrain and
ground objects?
Matt: We had basically no land in Duel 1. In Duel 2 we have
heavy emphasis on land as well as ground attack options. We
try to push the level of detail as possible with the
current hardware. All of our 3D models are extremely high
in the polygon count. So high that others in the industry
think I'm lying when I state the poly count. We are able to
push a lot of polys in the scene via careful code
optimization and intelligent culling of the polys actually
visible as well using lots of LOD (level of detail)
switching via distance.
Csim: Running under 3d hardware is a big step forward. What
resolutions and color depths will be offered under 3d
hardware? Will there be support for particular chipsets?
Matt: FD2 is designed to be as resolution independent as
possible. This means it can run on the smallest to the
largest screen resolutions available, hardware or software.
I've only tested it to 1600x1200 though. Fighter Duel 2
(FD2) has several different ways it can rasterize a display
(fancy lingo for draw things on a computer screen). Your
choices are:
1. Through brute force in software. Our software engine is
pretty fast, but its not as fast as some 3D cards.
Performance will depend on your CPU and 2D video card.
2. Through Direct 3D. This allows 3D acceleration via a
video card's Direct 3D driver if available. This option is
there to provide accelerator support for every card as all
cards have either a D3D or OpenGL driver. Performance will
be dictated by how well the D3D or OpenGL driver is written
by the manufacturer.
3. Through OpenGL This allows 3D acceleration via a video
card's OpenGL driver if available. This option is there to
provide accelerator support for every card as all cards
have either a D3D or OpenGL driver. Performance will be
dictated by how well the D3D or OpenGL driver is written by
the manufacturer.
4. Through a 3D card natively. This is a specific driver
written to utilize and exploit special features of a
particular 3D chipset as well as to eke out more
performance. These are time consuming and are done for
popular chipsets on a basis of supply and demand. Yes, and
cool hardware that stands out is rewarded this way.
So therefore, just about everyone is covered. As with all
sofware, overall performance will vary with the totality of
your machine, CPU/memory/cache/2D card/3D card. You know we
consider performance on the lowest machine every day, we
won't demand an "Indignant Bawking Universium 3D II" to
enjoy the game, but those that have one, will benefit from
it.
Csim: What level of detailing will we see in avionics? For
example, will prop pitch be adjustable in the appropriate
aircraft?
Matt: Our philosophy has been to make the planes warmed up
and ready for action. We have extensive support for force
feedback joysticks and throttle/stick systems. I have
considered allowing prop pitch control as the equations are
in the flight model, but haven't really seen where it would
be useful. We do allow complete feathering of an engine
that is damaged say in a B-25 or P38 which would be useful.
Csim: Will the AI pilots use the same flight model as the
virtual pilot?
Matt: They always have and always will as far as I'm
concerned, no cheating here. One of the advancements in the
AI in Duel2 is their ability to fly the aircraft as the
aircraft should be flown. By that I mean that an
experienced AI Corsair pilot won't turn fight, but a rookie
may.
Csim: Will we see a wind model in the sim?
Matt: Yes.
Csim: How will new technologies impact FD2? Will we see
surround sound, support for vr headsets?
Matt: Duel 2 has 3D sound on all systems even without
hardware and force feedback support. I won't consider vr
headset support until I get my hands on one that is high
resolution enough and doesn't give me a headache. Our view
system is more than flexible enough and fast enough to
handle it.
Csim: What can we expect for later add on scenarios?
Matt: More planes ( although we have a ton in the release),
more missions and land areas and such.
Csim: Janes and iMagic have begun shipping their sims with
spiral bound manuals, a BIG improvement in my mind. Will we
see this trend with SPGS also?
Matt: This is completely up to our publisher. I myself like
spiral bound manuals.
Csim: What do you feel is the coolest feature of FD2?
Matt: Hard to say, the graphics are quite different from
has been done and combining that with our feel of flight
makes it quite an immersive experience. We know we have
something when we see people flying the program tilting
their head and ducking as they fly =)
Csim: How soon can we expect to see Fighter Duel 2?
Matt: Sometime next spring.
Csim: Thanks Matt, and best wishes with FD2!
FD2 is a WIN95/NT Native Application and will support up to
800x600 in 16 bit color under 3dfx...
About two months ago I also asked Jim Belcher a couple of
questions with regard to the campaign structure. Here is
that conversation:
Csim: Your news release mentions a dynamic campaign. Is
this a truly dynamic campaign with missions generated by an
overarching AI with each flight? And can you say any more
about mission structure?
Jim: First let's talk a little about the different
implementations a developer can choose for mission
development, and then I'll try to answer your questions.
The first (we'll call them Level A missions) would be
straight scripted missions. These missions are stand-alone,
and one mission has no effect on the next because there are
no strategic elements. These missions fly the same
everytime without much variation and get boring pretty
quickly. A flight sim using Level A missions would probaby
feature scores of these missions since the missions don't
have much replay value.
The next type would be Level B missions in which they are
scripted, but have many random elements thrown in to
increase the repeat playability. While the objective of the
mission might be the same every time for the player, the
player would have control of certain aspects of the
mission, like which aircraft to fly, the strength and
number of enemy, whether it is day or night, which airfield
to take off from. The computer might randomly throw in
"spoilers" like a second wave of enemy aircraft, or targets
of opportunity, or bad weather. This type of mission is a
big improvement over the straight scripted variety as far
as playability is concerned, but still the missions are
standalone. There's no payoff for doing well on a mission
except surviving or points.
The third type of mission structure (Level C) is a level B
mission but adds the strategic elements of a campaign. For
instance, in a level C mission, I know that if I blow up
this factory then it will stay destroyed in future missions
and the effect will be, say, decreased aircraft production
of a particular type of enemy fighter. Blow up an oil
refinery and fuel production goes down, meaning fewer enemy
fighters. Get your own radar towers destroyed, and you'll
see more raids in your own territory. The next mission you
fly may be generated by strategic events and dependencies.
The final type would be Level D, in which you take a level
C structure and overlay a separate ground war structure
that functions independently. Mission generation then
becomes dependent (and sometimes secondary to) the overall
war structure. In other words, the overall war drives the
air war.
OK, so what will FD2 have? It's our plan to implement a
Level C type mission structure where there are strategic
elements involved in your success and failure. The missions
will have a high degree of random factors and
configurability. We've chosen not to do a Level D
implementation for a number of reasons:
* The development resources and time spent on a Level D
implementation can be out of proportion to the ultimate
gameplay value for the majority of flight sim fans. It
takes a lot of time to do an intelligent ground war that
functions in a realistic way and doesn't make dumb
decisions. It's like programming a whole second game
structure that's very hard to implement and hard to test.
Frankly, we would much rather use the time/resources to
build a better flight sim and improve the playability of
what we *are* impementing. I'd much rather have a tuned
Level C structure than a buggy Level D!
*The realities of war mean that it's hard for one
individual to make much of a difference in the outcome of a
global conflict. This was more true 60 years ago than today
because aircraft were much less capable. By focusing on the
strategic and tactical elements of just the air war, we're
able to make the strategic dependencies much more important
and involving for the player.
* Lastly, Fighter Duel has always centered around the
tactical aspects of dogfighting, and I and Matt and Ted at
SPGS are committed to bringing players the best *dogfight
simulator* available. We want to stay focused on what we
like and what our core audiences expects. We don't want to
possibly compromise the dogfight experience for something
like a Level D structure. Level C will be good enough for a
great flight sim experience, I promise!
Csim: Can you say anything about use of radio, wingman
commands?
Jim: I can say that we will have controllable wingmen that
will function with their own AI, and that there will be
radio, although I don't know how much because we haven't
implemented it yet. Of course we plan on having a
multiplayer mode with radio chat as in NetDuel, so that's a
given. We'll know more as we get closer to alpha.
Ed. Note: Fighter Duel will also allow you to paint your
own aircraft and FLY that same paint scheme on the net
against other pilots! And for those of you who just HAPPEN
to have invested in a dual processor system, you are going
to really FLY under NT! This version will have full support
for TCP/IP, so get practicing for some serious conflict!
The multiplayer missions are specially designed for net
play (this is a necessary because of bandwidth and latency
issues.) In other words, multiplayer missions will be
different from the standard single player missions.
Other Features
* Scores of tailorable missions to fly, including
escort, CAP, day and night interception, ground and sea
attack, and bombing missions
* Configurable campaign mode will allow players to
customize a campaign as to difficulty and aircraft
available to fly and fight against
* New ballistics model plots ultra-accurate bullet and
cannon trajectories
* Sophisticated damage model determines exact part of
the aircraft hit by bullets for realistic aircraft damage
* Support for multiple Pentium processors under Window
NT