Fighter Duel 2: Interview with Matt Shaw - Page 1/1
Created on 2005-01-19
Title: Fighter Duel 2: Interview with Matt Shaw By: Len 'Viking1' Hjalmarson Date: 1998-04-09 656 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
On Moday of this week I had a long conversation with Matt
Shaw, lead Designer for Fighter Duel 2.0. 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. The head to head multiplayer was unusually
stable in the NetDuel version, with very little warping and
very few connection problems. Not only that, but frame rate
was amazing given the hardware most of us ran in those
days.
Not long ago we ran an update to
our original interview with more info on the flight
modelling, physics and ballistics. The point of that update
was to demonstrate that these guys are passionate about
what they do, and if you are a prop fan this sim should
have you on the edge of your chair.
Then a couple of weeks back I got some stick time and an
hour or so to personally observe what Matt and Ted and crew
have been up to in development of this sim. Was I
impressed? Do ducks fly? =8-D Dang! This thing is looking
great! Better still, you will see it in Q4 of this year.
For that complete hands on experience see our briefing:
FD2.0 Intel.
Click for a larger shot...
When I saw Fighter Duel 2.0 it was running on a generic P1
233 MMX under the ancient Voodoo 1 technology at 800x600.
Flight modelling and physics and ballistics were pretty
much complete. I witnessed full articulation on the gear
and flaps, at a level of physical detailing I haven't seen
anywhere else. Three flaps on each side of the Corsair all
take their proper place. Each is modelled separately. Each
contributes appropriately to lift and drag. Each can be
damaged.
I'm rehearsing some of this detail because early this week
I called up Matt Shaw to ask him some questions about what
I had seen and had not seen in Las Vegas a few weeks ago.
Some of his answers surprised me! I knew these guys were
obsessive about detail, but they are downright crazy!! So,
without further ado, lets get into it!
Matt picked up his phone in his office. His creaky chair
punctuated the eerie pauses. I could picture the room..
gloomy, with smoke hanging in the air from the Havana cigar
that trailed from Matts lips...
So, you wanna know more about FD2 huh?
Er, yeah... is that okay?
Jest make sure ya tell it like it is, or I'll have ta send
the boys up there, unnerstan?
Sure, Matt, no problem. So... what are you guys really
doing up there? Got yerselves a Cray er what?
Cray, shmay.. we do most of the calcs in our heads and then
input the optimized code for the program..."
Well, ok, thats not EXACTLY the conversation.. check it out
for yourself:
CSIM: Tell us a bit about the training format.
Matt: Training is optional. YOu have the option while in
any campaign or combat mission to stop and select a
different aircraft. Let me explain the different modes in
Fighter Duel 2.0. We have the training mode, the duel mode,
combat and campaign.
The duel modes are very similar to FD original where you
have AI controlled enemies or one on one online. You can
setup any scenario you like in the duel mode against AI
aircraft, choosing one on one, or specifying the type and
number of enemy you will fly against, as well as their
skill level and the starting orientation of the engagement.
CSIM: What about wingman AI? This is completely new to
Fighter Duel since we didn't have AI wingmen and combat
missions in FD original.
Matt: You are the flight leader for a squadron. YOu control
your wingman by a series of commands, the same general list
you see elsewhere: cover me, break, attack target etc. You
also have command over the other flight leader, in terms of
setting general objectives.
The basic system if you choose individual combat missions
is that these are missions from the campaign, but now you
have complete control over how you fly them. The whole
conception of Fighter Duel is "what if?" As you progress in
the campaign your selection of aircraft changes, in part
according to your performance. And this also affects the
enemy and what they can field against you. Now for the
separate combat missions you choose what you want, and this
time you have the full selection of aircraft to fly.
CSIM: So there is actual resource management integrated
into this, pilot skill levels and all kinds of things?
Matt: Yes. Basically the resources you are trying to manage
are reasonably that of squadron from the standpoint of the
flight leader. What will happen is if you do very well in
the campaign your squadron pilots will increase in
knowledge and skill and will continue to grow in skill
while they live. If they die, and if your losses are heavy,
you will be drawing from a pool of beginners who will be
fairly green. So we've taken strategy from WWII role
playing games and integrated it. It requires little effort
on your part to manage other than succeeding in your war
efforts and keeping your pilots alive.
CSIM: Are there pilot records?
Matt: Not as such. We may or may not name pilots.
CSIM: How will we know if the pilots in our squad are green
or intermediate or...?
Matt: You will have some indication how good they are. Like
in real life, its kind of general.. you will know their
overall strengths. We have factors for skill in general,
and skill in a particular aircraft. As in real life,
throughout the war you will shift aircraft. In the campaign
you have some control over this with the pool of aircraft.
For example... if you start out in an Allied squadron and
have chosen to fly as an American you will have very early
aircraft like a Wildcat or a Buffalo. If you like, you can
fly that Buffalo through the entire campaign. But your pool
will increase with more advanced aircraft as it actually
did.
CSIM: Tell us more about comms. Will you model a radio?
Will we communicate with the tower or ground?
Matt: Communication is between you and others in your
squadron. We were considering it, but it doesn't seem that
worthwhile.
CSIM: What sources are you using for flight models and
avionics data, are they different than what you used for
the original Fighter Duel?
Matt: Not really, its more cumulative. We've got a vast
library of reference material including flight reports from
the various aircraft, including rhetorical evidence. We
have to take those with a grain of salt because sometimes
we have reports that are quite different, or a memory can
become embellished. Beyond that the biggest change is that
the flight model now has hundreds of actual parameters in
its algorithms.
CSIM: So now you can model lift along different parts of
the airframe?
Matt: Yes, we actually can do that now. Before we had to
take generalized numbers, but with an object based model we
can calculate for each part.
CSIM: So this must apply to damage modelling also... this
part is damaged, so its no longer producing lift or is
producing turbulence or drag...
Matt: Absolutely. We went this way on purpose because we
wanted to model different pieces and their functions and
represent the whole aircraft in this way. In Duel Two we
have taken an object oriented design for the whole program.
This makes it extendable.. we can add features to it
without bringing the program to its knees or making it
unstable.
CSIM: Sounds like a natural for an add on for home aircraft
designers!
Matt: We have considered that, but our aircraft are REALLY
complex. There are a lot of moving parts and its not
something the average person could do. The biggest issue is
that something like flight model adjustments, the numbers
wouldn't mean much to the average person. And what happens
in multiplayer?
CSIM: Tell us about AI. Will AI pilots have the same g
force limitations as the virtual pilot? Do you model losing
sight if the enemy pilot is pulling high g's and blacking
out?
Matt: Yes, all of that. We've had to make major changes to
AI in order to deal with wingman formations. Frankly, its
much more complex than a simple attack AI. One of the
reasons that people flew formations of the same aircraft is
that this made it easier to keep up with the leader.
So we've also had to work in visibility and limitations. We
block their views when we should. One of the differences in
place here is that we are always modelling the virtual
dogfight cockpit, and these tones of visibility are
available to the AI algorithmically.
One of the parameters for increased skill in the AI pilot
is visual acuity. This is a real factor among human pilots.
As a pilot gains experience he becomes better at spotting
aircraft further out.
The same with fatigue. Black outs and red outs have a
cumulative effect. As an AI pilot grows tired he will be
less efficient not only in flying but in his visual acuity,
and he will be able to manage fewer g's and onset of g
effects will be quicker. This is modelled for the virtual
pilot also.
CSIM: WOW, this sounds pretty amazing. Must have been a lot
of work...
Matt: Not really. Its an advantage of an object oriented
simulation. Well.. in some ways its good and in some ways
its bad. We have the capability to plug in so many features
that its hard to know when to stop!
CSIM: Lets get specific on one particular airframe and
consider the modelling. The P38 Lightning... how many areas
on that aircraft can take damage?
Matt: Well for example, there are separate damage areas for
the nacelles and the engines. WIngs are separate, the
fuselage is separate and in the case of the P38 there are
actually two. We can resolve this even further down for
collision detection and we haven't decided how far we want
to go. There is an issue for performance when you are doing
polygon to polygon detection.
For example, since we are modelling individual bullets in
the stream we can determine if you actually hit the left
aileron. This can become very CPU intensive so we are
working on some algorithms now.
And once you have this kind of ability, then you have to
decide if you are going to do volume calculations to see if
the bullet passed through the plane or not. We didn't want
to do one of these "hit bubble" models, although we do use
that as an initial check. So we say, "ok, here is the
position of the bullet, its pretty close to this aircraft,
did it intersect the path of this object?" If yes, then we
go into some more detailed checks.
CSIM: I know that ballistics themselves have become very
sophisticated. Does this even apply to altitude?
Matt: First, we don't have a generic gun system. Each gun
is modelled with its own energy and muzzle velocity, and if
you fire a gun for too long then the trajectory will be
affected because we model some effects of gun overheating.
Each bullet is modelled, and air density is modelled though
its not a large factor. The largest factors that are
modelled that affect trajectory are drag and gravity. The
next factor is that at higher altitudes the air temperature
drops and the speed of sound will drop. When the bullet
passes the sound barrier it effects the bullet. But then
this affects an aircraft much more than a bullet because of
compressibility.
CSIM:Is this same level of detailing present in aircraft
systems?
Matt: One of the big differences is that in 2.0 we restrict
your use of emergency power or WEP. We monitor engine
temperature so that if someone overheats an engine they are
going to have problems, at the least they will have reduced
power. Also, to go beyond full military power you will have
to hit a key. Engine efficiency is also modelled, and you
may get into your aircraft one day and your engine won't
perform exactly the same way it did yesterday.
Of course, if your radiator takes a hit you are going to
overheat your engine. One of the advantages of a radial
engine is that its air cooled and a lot more resistant to
that kind of problem.
By the way, this efficiency factor also extends to the AI.
In a case where the Corsair shouldn't turn and fight but
should try to extend, a green pilot might turn and fight.
If you pounce on a guy out of the sun he might panic and
run. Or if a pilot is out of bullets he's NOT going to
engage you, whereas in Duel One once they were engaged they
would not give up. CSIM: Lets talk a bit about the
campaign. What connects the missions?
Matt: We have levels. As you progress through the campaign,
in each level, there are four to six missions. Depending on
factors of randomness and success or failure will determine
which missions you get when you advance to the next level.
For example, if you do very poorly in an offensive mission
your next mission might be defensive. If you do well there
your rating will improve and your crews overall ability
will increase. Part of this is random also.
Now there is resource management here too. You're hitting
the enemy and they are hitting you. Resources are lost
somewhere, so if you destroy your primaries and some
secondaries, the enemy will have less ability to a. field
good pilots, b. field aircraft. The enemy is also advancing
in their aircraft, and they have limited numbers of
aircraft. If you are kicking ass all over the place
missions will actuall y get easier for you. UNLESS.. the
enemy rallies and throws everything they have at you to try
to take you out...
CSIM: So there is an overall strategic AI happening too...
Matt. Yes. Its not incredibly apparent to you, as it
wouldn't be to an average squadron leader. You don't
control the whole war. Things happen, you 're told what to
do, and you don't know exactly how tough the resistance
will be today.
CSIM: I assume we are taking out hard targets, aircraft on
the ground etc
Matt: thats part of your mission. Primary objective might
be a strike to take out bunkers, secondary could be an
airfield. If you can take out planes on the ground you may
encounter less resistance next time. Or take out the AAA
batteries..
CSIM: What about the naval aspect, how is that integrated?
Matt: We have ships, and aircraft carriers, and you will be
tasked to engage them. They will also be defending
themselves.
CSIM: And are they a resource factor?
Matt: Definitely. You may find, coming to base after an
offensive mission, that your base is under attack from
carrier based aircraft. If you had taken that ship out in
the last mission your base wouldn't be under attack.
CSIM: Tell us about wind, turbulence, ground effect?
Matt: Yes, we have ground effect, and of course its
different for different aircraft. We had to add the
secondary landing flaps on the Me163 Komet because the
plane has an incredible amount of ground effect. Turbulence
is slated, its pretty simple to put in. We model altitude,
compressibility so the ingredients are there. On a hot day
these factors change.
CSIM: What about clouds?
Matt: We have fog, and we're working on ground patch
fogging. We intend to have clouds, and we want to do them
really nice. One of the problems is that we've really
bumped up the graphics level of the program. We want them
to match.
CSIM: Have you considered a mission builder? Might we see
it later?
Matt: We considered it, but don't have enough time. So yes,
you might see it in a later add-on along with some
additional aircraft. Its not entirely up to us, our
publisher will have some input.
CSIM: What about sound? Will we hear the difference between
a P51 and a Messerschmidt?
Matt: We do have a lot of sounds sampled already and we'll
try to get more. We do have 3d positional sound. Of course
in a real war when you have these huge engines its pretty
unlikely that you would hear the enemy go by you, but there
is some of that, including doppler shift. In fact we have
two settings available to you for 3d sound: you can select
speakers or headphones, which require two different
algorithms. Stereo separation for headphones is hard to
beat!
CSIM: What are we looking at for a minimum spec machine?
Matt: We are still on this balance beam of how many
features we can include. Generally the biggest hit after
rendering is the polygon matrix. We're looking at this
point at a 166 MMX and for best performance you will want a
3d board with it. Of course if you run this at 1600x1200
you'll need a lot more than a 166 MMX. We allow whatever
resolution your machine will do.
CSIM: WOW... what does this look like under SLI mode with
Voodoo2?
Matt: The new version of our rendering engine has very,
very good improvements under Voodoo2. SLI mode is great,
and the most striking change is how this runs under NT with
dual processors. On this platform the Voodoo2 board is fed
fully and reaches its full potential. Even NT with a single
processor gives a good performance gain since 2.0 is fully
threaded.
CSIM: What multiplayer options will be in place and how
many players can we expect to see online with TCP/IP?
Matt: There are a number of issues here. First is that to
ensure that all the missions would work online would take
us years of testing. So the first set of missions that will
release for multiplayer will be the duel missions. These
will also work over a LAN. The other issue is whose machine
will host this? We're not trying to create WARBIRDS here
with server machines hosting the work. SO we're planning to
allow eight or nine people to play, cooperatively or
whatever won't matter. Special combat missions will be
available, whether from the main list or not, that are
multiplayer certified. Will we allow people to try the
other missions even though they aren't certified? Maybe, or
we can make other missions available via small patches.
CSIM: When will 2.0 hit beta?
Matt: It won't be June. As we've headed into the mission
work we've found we have a lot to do so we are aiming at
the end of the year.
CSIM: Thanks Matt, all the best with this and I look
forward to seeing the latest at E3.