Title: Flying Circus: Interview with Simguild By: Len 'Viking1' Hjalmarson Date: 1998-01-24 4320 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Simguild is a group of WWI sim fanatics who have produced a
solid online simulation called Flying Circus. This
undiscovered Internet treasure is well known to many
Warbirds regulars, and is fast attracting interest around
the globe. Recently the principals agreed to answer our
questions, and here is that interview.....
Csim: I understand that most of the principles have
military experience. Tell us something about the
personalities involved.
Simguild: There are seven of us. We all still have day-jobs
but we are working every night and each weekend to bring
our dreams of creating great Internet computer games to
fruition.
John Padgett (CEO), software engineer, was a T-38 flight
instructor for the US Air Force. John has a M.S. in
mechanical engineering. Padgett's constant vision is
performance, responsiveness, and speed. He is responsible
for the game-play, the planes, and the "Client" portion of
our game.
David W. Riede (President), software engineer, has been an
enlisted Marine Infantryman, and currently is a CPT in the
US Army Reserves. He earned a BS in computer science, but
is now turning his study efforts toward physics. Riede is
our ad-hoc leader, a comedian, and a really smart guy.
Riede is working on the billing server-so that SimGuild can
"Turn on the Money Spigot". After the billing server, he
will start another SimGuild game-an internet tank
simulator.
Kevin Johnson, software engineer, currently working in
simulations for one of the US Army's Battle Labs. Kevin
does most of our network administration and the "Server"
parts of the game. If you get kicked-off the game, by a
"Server Kill", you can probably blame Kevin. Kevin is into
encryption methods and is great at building computers.
Derick Gerlock (Secretary), graphic arts, currently an
Artillery Officer working simulations for the US Army
Reserves. Gerlock does a lot of important administrative
things for SimGuild, Incorporated, such as removing three
week old "fuzzy" pizza from the Lab, and passing out
SimGuild Business cards like crazy. Gerlock also has a M.A.
in Computer Resource Management and Information Systems,
which the software engineers love to rib him about (You
know how those software engineers are with their "hard"
degrees in math, and computer science).
Ernest Navarro, software engineer, works in military
contracting. Navarro does our Web Page construction and
update. He is also writing the start-up and log-on code for
the SimGuild's Flying Circus. Navarro is the nicest member
of SimGuild, he usually answers all of our e-mail. If you
got told "It's a Bug, we are working on it as fast as we
can…" and you still can't get on-line, you can blame
Ernest. Navarro also works with artificial intelligence,
and may apply some of that experience to later versions of
"Drone Shoot".
Steve Huyssoon, software engineer, works in military
contracting. He is a former flight mechanic for the US Air
Force. If you like the "wind" sounds when you turn off your
BI-plane engines, just ask Steve to blow into the
microphone. We will only use Steve's first name here
because we are just as confused about his last name as you
are, and that is the correct spelling. Steve is also a math
major and major pain, but we love him and his beard. Steve
has a lot of experience with RC Planes-but initially that
did not help him from being shot down a lot (ha ha). Steve
is working on 3D acceleration and starting work on his new
game, which will probably be called, "H-Bots".
John Johnson, network engineer and network security, works
for Sirius Systems Group. Sirius is SimGuild Incorporated's
Internet provider. John does a lot of work for us on the
Internet portions of our game. He keeps our connection
alive and brings it back to life if it dies. John is tall
and always wears a big smile and scruffy beard. The beard
is always there because he is up night and day working on
network connections and other neat stuff.
Csim: Can you put Flying Circus in perspective for us by
comparing it to the original Red Baron, Dawn Patrol, and
the more recent Flying Corps? Is it more fair to compare
this sim to Warbirds?
Simguild: We hope SimGuild's Flying Circus stands on its
own, because its game-play is outstanding. It is smooth and
responsive. You can even see other players using their
rudders during maneuvers. SimGuild's Flying Circus has a
large field of view and the other planes can fly right in
front of you, with great fidelity. The best thing about it
though is it's fun. My next door neighbor is a retired US
Army Chief Warrant Officer. He flew in the service for more
than twenty years-Five minutes in the Flying Circus Cockpit
and his tongue was sticking out and he was hooked!
Csim: Tell us about the design goals. What have you been
aiming for and how much have you achieved to date?
Simguild: Originally, we got together and said, "Let's see
if we can make an Internet multi-player game". What we have
to date does not exceed our original expectations by any
means, in fact we still have a long way to go. We have a
very realistic flight model, but we think we can make it
even better. We also need better ground effects and
objects-anti-aircraft guns, munitions dumps, trains,
etc.--to bomb or strafe. We are also looking into zeppelins
and observation balloons.
What was surprising, to all of us, is how much fun
SimGuild's Flying Circus is to play. Of course, we made
some concessions to reality for the sake of gameplay, but
we were still blown away by how much of a blast it is.
(Answered by John Padgett and David Riede)
Csim: Where does it go from here? What are the areas of
Flying Circus you are aiming to improve or expand on?
Simguild: We are working on better terrain. This will
include ground effects, re-supply, and Air Defense
Artillery (ADA). One idea includes trains to bring supplies
to the airfields. Enemy aircraft could take out these
trains, which would temporarily limit the re-arm, re-fuel,
and re-fit capabilities of the affected side. We also have
ideas of incorporating bombers and two seaters.
In addition, we have been working on 3D acceleration. Later
versions of SimGuild's Flying Circus will include
hardware-accelerated aircraft and terrain. (Answered by
Derick Gerlock and David W. Riede.)
Csim: Does Flying Circus integrate the ground war at all or
is it strictly a dogfight experience?
Simguild: Currently, SimGuild's Flying Circus just has
great dogfighting, but integration of ground and air is one
of SimGuild's goals for the future. This may include the
ability to man ADA guns trucks, or even Tanks. Most of us
are military men and we know the combined arms battle is
the only way to go. That's where SimGuild's Internet games
will go, both WWI, and WWII.
Csim: Will Flying Circus eventually include environmental
factors like wind and weather?
Simguild: We have discussed this, but they are not high
priorities. (Answered by David W. Riede.)
Csim: What have been the goals in terms of physics and
ballistics modelling?
Simguild: The goal for the physics model was to get as
close to the real world as possible within the target
platform. Right now, that platform is a Pentium class
computer with 16MB of ram, a minimum of 100MHz, a PCI video
card capable of 640 x 480 x 8 video mode, and a 14.4 modem.
Since any physics model is only an approximation to the
real world, some design considerations result in trade offs
with the modeling.
We have developed a real Rigid Body Dynamics model for the
flight model, complete with simplified lift and drag
equations, and bullets are subject to drag and gravity (i.
e. Ballistics). We are working to improve our aerodynamic
modeling, and are continually striving to eek out the most
performance possible from our Rigid Body model. As the
target platform matures in the future, we will continue to
upgrade our modeling.
As a final note: The physics in the game is not treated in
a simplistic manner, this stuff is real Engineering and
requires in-depth knowledge of Engineering Mechanics to
produce. (Answered by John Padgett)
Csim: How many aircraft can the player choose from? Which
ones? What new aircraft will be added?
Simguild: Right now, SimGuild's Flying Circus has four
planes, the Allied planes are the Sopwith Camel and the
Spad. The Central planes are the Fokker DR-1 (The Red
Barron's Plane) and the Albatross D-3.
We are almost done with two new planes, one for each side.
The Nieuport 28C.1 and the Pfalz D.III. They will probably
be released when we start billing. We intend to continue to
add planes to SimGuild's Flying Circus as time progresses.
Csim: How much do the flight models vary between aircraft?
Simguild: Right now there are two basic flight models. The
Albatross and the Spad are faster, but the Fokker and Camel
are more maneuverable.
Csim: Tell us about the flight modelling. How realistic is
it? On what have the calculations been based?
Simguild: The flight model consists of a Rigid Body model
of an aircraft, a force point, and an aerodynamic model for
external forces that are applied to the body. This results
in a series of linear and angular acceleration equations,
that are integrated over time to produce the velocity and
position of an aircraft. The Rigid Body model is relatively
easy, from an engineering standpoint, to generate and is
universal in its implementation.
The real trick is the aerodynamic model. This is where some
real design comes in to make the individual aircraft
respond to control movement--like the real thing (or as
close to it as your idea of game play will let you). One of
the big things that we wanted to see with the flight model
was the ability of the model to produce a real
stall-induced spin when the proper conditions occurred.
This we did accomplish, even with a relatively simple
aerodynamic model. (Answered by John Padgett)
Csim: Force immersion technology is also very cool, and
Rowan added support to their 3d patch for Flying Corps.
Will F Circus support the Immersion I Force technology?
Simguild: Absolutely, we already have force feedback
joysticks and the I-Force SDK. It is coming, but we will
not include it in the first commercial release.
Csim: Multiplayer is the heart of Flying Circus. How many
players can be online at one time?
Simguild: The servers can handle 256 players at one time.
Recently, we had 109 players in the WWI Arena, about one
month ago, we had at least one player from every continent
except Antarctica, all playing at the same time. We have
pilots from Australia to Zambia. If we exceed the
capability of a single server, it's no problem. Fly all you
want, we will add more arenas.
Csim: What is the setting for the multiplayer arena? Is it
every man for himself? Must players sign up in a squadron?
Simguild: When you choose a plane, you also choose the
corresponding side. For example, If you pick the Red Baron
plane, you are automatically on Central's side. A rather
cool community is forming. For example, one pilot was
getting close to being awarded his "Order of Merit" award.
He had only three kills to go. Because his current kills
were displayed, the other pilots on his side could see
that. A group of them started "covering his six", until he
got his award. That was completely ad-lib. The game is
starting to take on a life of its own.
So far, squadrons are an informal part of our game, we hope
that players learn that flying together is the best way to
survive, just like in real combat. We are trying to figure
out the best way to formalize squadrons, even allow for
squadron artwork that we will display on planes that belong
to that squadron. We do post their squadron patches on our
web page and we provide a link to their pages. Currently,
we have 14 squadrons associated with SimGuild's Flying
Circus. We think the squadrons are great. We plan on
providing flying incentives for squadrons and their
commanders. In future versions of SimGuild's Flying Circus,
we plan on incorporating squadron enlistment options as
part of the account set-up or log-on. (Answered by David W.
Riede)
Csim: I understand that a 3d accelerated version is in the
works. Tell us about this project.
Simguild: It will be a while before we have an accelerated
version available. Right now, we are working on a general
package that takes advantage of the rendering capabilities,
of the plethora of new 3D video cards that are becoming
available. It will most probably run under W95 and DirectX
5. Anybody worried about that being too slow? Well don't
be. Our general design methods will be to use features that
are supported directly by the hardware at the lowest level
possible. Anything that needs to be done in software, we
will produce code for ourselves so we can optimize this to
the maximum. (Answered by John Padgett.)
Csim: What 3d features will the new version incorporate,
and at what resolutions will it run?
Simguild: Basically, what we are looking at for the 3D
version is to offload rendering of polygons to the video
card. This will free the main CPU do all the other things
that we want. We will definitely include texture mapping,
and are developing a lighting model, that includes specular
highlights and fog. The possible video resolutions are
dependent on our z-buffer debate. If we decide to use a
z-buffer we will be able to get no more that 640 x 480 due
to the 2MB limit on the frame buffer. If we do not use a
z-buffer we will be able to support up to 800 x 600.
Even that little increase in resolution does result in a
nicer looking simulation, especially when trying to ID
individual craft at distance. As our target platform
continues to mature you can expect 1024 x 768 or even
higher resolutions with or without a z-buffer. (Man, 1024 x
768 with 16 bit color, perspective correct textures, and a
full lighting model really looks great! We already have an
in-house demo we are using for development and
experimentation). (Answered by John Padgett).
Csim: Will the 3d version be WIN95 only? What chipsets will
be supported?
Simguild: Right now, expect WIN95 only. Any chipset that
has DirectX drivers will be supported via development with
Direct3D.
Csim: What else is on the back burner for SimGuild? Will
you do a WWII combat sim also? If so, what aircraft will
the player fly?
Simguild: Definitely, a WWII flight sim is on the way. This
will probably be a 3D card only game as the target platform
for this will probably be a 166MHz Pentium class computer
with a 3rd generation 3D accelerated video card. Hopefully
we will be able to get at least two arenas up initially
with this game, one in the European Theatre and the other a
Pacific Theatre game with appropriate aircraft types for
the respective theatres.
Also, look for a 3D WWII era armor simulation, complete
with Tiger I's and T-34s. In the long run, an integration
of the tank sim and the WWII aircraft sim will be worked
on. Imagine blowing away your Pzkfw IV driving buddy with
your P47D or dusting some dude in a Sherman tank with your
Stuka! (Answered by John Padgett, notice the bias to
pilots, ha ha.)
Csim: Will SimGuild eventually release a stand alone sim
for the player who can't or won't access the internet?
Simguild: SimGuild is keeping all of its options open. We
would not shy away from making boxed versions of our games,
should those opportunities arise, but right now we are
focused on making the best Internet games we can.
Editor: Flying Circus is a free download and free playing
at the moment. Around mid February the beta will become 1.0
and then a nominal charge of perhaps $2 per hour will
enable Simguild to continue to develop their games. You can
contact David Gerlock at David
Csim: Thanks!! Everyone can download the software (1.6 MB)
at Flying Circus