Title: Fighter Duel 2: Interview (Shaw / Belcher Follow-up) By: Len 'Viking1' Hjalmarson Date: Unknown 475 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 was 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. Not long ago we updated our
interview with new screen shots, and now we have some
updated information as well. To read the original interview
go to FD2 Interview with Matt
Shaw
Csim: Flight modelling in the original Fighter Duel was
very good. I understand that the new models include new
physics elements like drag effects, ground effect etc. Tell
us about the new modelling.
Jim: We're adding some effects that weren't in our flight
model before - such as ground effects, more sophisticated
drag effects, turbosupercharger modeling, air temperature
modeling, etc. We feel all these effects add a richness to
the experience that makes the aircraft feel and behave like
a real machine in a particular environment.
Click for a larger shot...
For example, if you enter an uncoordinated turn in FD2,
you'll bleed off airspeed faster than if you had made a
coordinated turn. We're dynamically calculating the drag of
the aircraft based on the yaw to the direction of flight as
it turns. Another example is turbosupercharger modeling -
we've gone to great lengths it properly compensate for the
presense or absense of this device in certain aircraft.
The FD aerodynamic engine, which has been in development
since 1989, is a force flight model, so it's natural that
we add improvements to keep it cutting edge. We've made it
very sophisticated over the years -it's been in 6 previous
products so far- and it's one of the things that makes FD
so much fun to fly. The physics in it are very rich, and if
you take the time to learn the flight characteristics of a
particular aircraft and how they interact with the physics
modeling, you'll be rewarded with a better kill record.
In one sense, the aerodynamic engine of FD2 *is* the game.
It's you mastering the physics. Without a sophisticated
flight engine, it doesn't matter how many missions you have
or weapon systems you control, you might as well be playing
PacMan.
Csim: Obviously models are unique for each aircraft. What
sources are you using for the data?
Jim: We have a *very* extensive library of aviation
literature, including everything from the pilot's handbooks
on certain aircraft to unpublished performance data and
videos. In certain instances when we've needed data that we
couldn't find in published form, we've gone to Garber,
NASM, or Planes of Fame in Chino and actually taken
measurements and photographs. For example, the instrument
panels in FD2 are based on high resolution photographs
we've taken of authentic instrument panels. Csim: FDII is
moving beyond the original ballistics model with particle
systems modelling and even muzzle velocity differences. Why
is this important?
Jim: It's important to model ballistics as accurately as
possible because there are many factors that determine the
probability of a kill other than simple gun lethality.
That's why we model aspects like gun convergence, rate of
fire, drag, and muzzle velocity. For instance, in an
aircraft with mixed armament of guns and cannon, the
different muzzle velocities will cause some of the armament
stream to drop farther in a given distance. This is one of
the reasons why the U.S. system of 6-.50 caliber was so
effective against other fighters- all the guns had the same
muzzle velocity and high rate of fire.
Rate of fire is important because even though an individual
gun might be putting out 10 rounds a second at 2800
feet/sec., it still means that you have a separation of 280
feet between individual bullets. The higher the rate of
fire, the less the separation, and the more effective the
weapon against fast-moving targets. We've tried to model
these characteristics as much as possible on a home PC that
also has to run a lot of other CPU-intensive code.
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: 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: 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.
FD2 is a WIN95/NT Native Application and will support up to
800x600 in 16 bit color under 3dfx...