Fighter Squadron: Interview with Parsoft - Page 1/1
Created on 2005-01-20
Title: Fighter Squadron: Interview with Parsoft By: Len 'Viking1' Hjalmarson & Neil Mouneimne Date: 1997-09-26 654 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
I know, a gaming journalist should strive for objectivity. We
should be able to play the cutting edge sims and cooly
report the good, the bad, and the ugly.
Maybe, and maybe not! But I can't keep my cool about this
venture between Activision and Parsoft, and when you are
finished the first part of this interview, you'll likely be
as excited as I am.
FS: SDOE depicts three unique scenarios from WWII: the
English Channel, Rhineland and Northern African theaters.
Choosing from nine different planes, including the Lockheed
P-38 Lightning, the Focke-Wulf Fw.190 F-8 and the
Messerschmidt ME-262 - the first jet fighter on earth. But
enough from me, lets hear from Parsoft on their new baby.
Csim: Tell us a little about the history of Parsoft
Interactive.
Parsoft: My interest in flight simulation started in
childhood. A flight simulation of some sort would
eventually appear on whichever computer I had access to. In
the early days, these flight simulators used simple ASCII
characters to represent the runway, and updated a single
frame at a time in response to control inputs from the
keyboard. The real challenge came in the late 80's when I
had access to expensive, high power workstations. Despite
adequate processing power, the slow graphics bus found in
many of these machines meant they were unable to smoothly
render even simple 3D geometries with flat-shaded polygons.
This was really the beginning of Parsoft.
Working at home after work, I developed a new graphics
engine, which was then used in our first game 'Hellcats
over the Pacific'. This game was actually developed on a
Tektronix 4317, but it was a simple matter to port the code
over to the Macintosh. (A friend from school, Mike Bunnell,
and I had actually written the first useable C compiler for
the Macintosh - Megamax C). Hellcats was the first
commercial release from Parsoft, and was the launch vehicle
for the company as it is today.
Csim: What kind of influence does your experience making
MacOS games bring to the new Win 95 simulations?
Parsoft: In terms of content, there really is no difference
between developing a game for the Mac or the PC. The
expectation level of the gamers is the same on both
platforms, and drives the feature set that we implement for
each new title. This implementation however, has been
significantly facilitated on the PC by Win 95. Although we
had planned to develop titles for the PC for some time, Win
95 was definitely the greatest single factor in making this
transition happen. There were definitely some issues that
worried us, particularly performance, but in the end the
benefits far outweighed any concerns we had initially.
Some claim that the Mac is too proprietary and that this
confines developers to the specific methodologies defined
by Apple. In fact, making games for MacOS is actually quite
simple - the structure is there if you need it, but you can
always go the 'custom' route if you want to. If you choose
to ignore the conventions defined by Apple, then
compatibility with new hardware and software cannot be
guaranteed. This is effectively what Win 95 has introduced
to the PC world.
Csim: A-10 Cuba! was a surprising work for a first foray
into the PC simulation world. You must be quite proud of
it. How did it come to pass?
Parsoft: A-10 Cuba! was the second title in the A-10
series. It was a fully-featured game that we developed in
response to feedback from users who found that A-10 Attack!
was too complicated. Although we improved the graphics, and
added a few more features, the major changes included a
simplified UI, and the networking. As you suggest, we were
very proud of it, especially the network play.
Csim: If I have my math right the name for this simulation
has gone through three evolutions. Is there a story to tell
there?
Parsoft: "Dogfight" was the internal codename for the
project; it was never meant to be the name of the product.
We have other code names, too: G3 is the code name for the
graphics engine, and SM is the code name for the simulation
engine. "Screamin' Demons over Europe" was our initial
"real" name - we decided to invent a squadron, and called
it the Screamin' Demons. Interestingly, we found out later
that there was an actual B-17 "Screamin' Demons" squadron.
Once we announced the new name we got quite a bit of
feedback from the UseNet community that it wasn't
descriptive enough, that it didn't sound enough like a
flight sim. So we changed it to "Fighter Squadron: the
Screamin' Demons over Europe," because "Fighter Squadron"
reflects the squadron-based nature of the game.
In the past we were forced to do all the physics with
integer mathematics because we couldn't be sure all
the computers would have floating point capability.
With the floating point coprocessor there is enough
precision to accurately simulate ... characteristics
such as gun recoil, ordnance and landing gear drag,
lift and drag of multiple parts of the fuselage,
stabilizers, wings, engines,
Csim: Parsoft has a remarkable reputation of simulating
real-world physics, both in flight models and even in such
esoteria as landing-gear and belly landing physics. How
will this experience be reflected in Fighter Squadron?
Parsoft: It'll be even better! In the past we were forced
to do all the physics with integer mathematics because we
couldn't be sure all the computers would have floating
point capability. Now we don't have to do that. With the
floating point coprocessor there is enough precision to
accurately simulate an extremely large range of forces and
dimensions without the code contortions required when
floating point is absent. In FS:SDOE we're modeling
characteristics such as gun recoil, ordnance and landing
gear drag, lift and drag of multiple parts of the fuselage,
stabilizers, wings, engines, etc.
Csim: FS:SDOE's graphical detail represents a real
departure from the simplistic graphics of Parsoft's earlier
works. Tell us about this new graphics engine and the
artwork we'll see.
Parsoft: We've spent over a year designing this graphics
engine, which we call G3, completely from scratch. In an
effort to really take sims to a new level, we haven't
reused any previous engine code. Instead, we have taken a
more modular, open approach to designing the engine.
Because not everyone who buys the game will have a 3D
accelerator card, we wanted to make sure that the game
would still run at a high frame rate and with similar
options on both a 3D accelerated and a software-only
system.
The engine supports almost all the features of a 3D card,
and it does so in both software and hardware. The engine
does perspective corrected texture-mapping, true per-pixel
fog and haze, bilinear texture filtering, and true software
z-buffering in both software in hardware. Hardware version
can run in up to 24 bit color at fast frame rates, while
the software version does 8 bit color with all of these
features.
What this means for the user: No more static cockpit views,
as the user can place the camera anywhere. No more sorting
error, because the software z-buffer makes sure that every
pixel is drawn correctly. Texture filtering means no more
jaggy, pixelated texture maps on the ground. Perspective
corrected mapping allows you to pan around the cockpit, for
example, and still read all of the instruments.
The artwork looks great! In addition to fully textured
models, we have great looking ground and sky, which we do
with a special supertexture. Also, we aren't texture memory
limited in the way that most sims are, so we can really get
great detail on the planes, including allegiance markings,
and really fine details, like the rivets on the cockpit.
Csim: What kind of frame rate can we expect under 3dfx
hardware?
Parsoft: We're targeting 30 fps in 640x480 high color on
the 3dfx card. We're also getting acceleration with MMX
(including the Pentium II), so far getting up to 25% faster
frame rates in addition to the 3D cards. On top of that, we
have separate optimizations for the Pentium and Pentium Pro
- we're actually compiling code for them separately to get
best performance.
Csim: A-10 Cuba! also had some truly impressive sound
effects. The authentic sound of the high-bypass turbofans
and the "ripping cloth" sound of the 30mm Gatling cannon
stand out in particular. What are some of the highlights we
can expect in the sound effects department for FS:SDOE?
Parsoft: With Fighter Squadron, we've paid more attention
to sound and sound effects than in either A-10 Cuba! or
A-10 Attack! There are many different sounds in the
simulation portion of the game, all sampled with the same
kind of realism that you heard in Cuba! In fact, each
aircraft has its own custom sounds. In addition, the shell
features a "radio" mode that simulates 1940's radio
broadcasts from the BBC, the Armed Forces Radio Services
(AFRS), and German radio. Players will also be able to add
their own sounds or change the sounds to their
satisfaction.
Jeehun Hwang, who did the music for MechWarrior 2,
MechWarrior 2: Mercenaries, and several other Activision
games, is on board as a composer, and he has been turning
out some beautiful 1940's period music that really sets the
tone for the game. Doppler effects are also in the game.
Csim: A-10 Cuba! was also impressive in representing
aircraft damage. Can you give us some kind of feel for how
damage effects and resolution will work in FS:SDOE?
Parsoft: Fighter Squadron really takes Cuba's damage model
to a whole new plane since damage is determined on a
per-polygon basis. To the game engine, the planes, tanks
and other vehicles are collections of objects joined
together. When a piece is damaged and breaks off, the
engine re-calculates the center of gravity, mass
distribution and other factors and the vehicle behaves
differently. The engine also calculates physics for the
piece which broke off, so it continues to exist - you can
even crash into it. In this way, both the air and the
ground vehicles are alive in the world, and will never take
damage in quite the same way in each mission, even when hit
by artillery or rocket fire.
The 1997 crop of sims this year is not only technically
impressive, but one of the key themes is that they're
trying all kinds of new ideas to differentiate themselves
from each other in some way. How is Fighter Squadron
setting itself apart from what we've come to expect from
combat simulations?
In addition to the physics and collision detection, this
project is different from any simulator to date in the way
that it is open. First, the game features the
OpenPlane™ interface, which will allow users to build
their own planes and fly them in the game, trade them over
the Internet, and create crazy scenarios which wouldn't
happen in real life, such as having a World War I tri-plane
battling an Me-262 jet. Second, the inclusion of an
easy-to-use, drag-and-drop mission editor means that
players will be able to create missions, or even simulate a
particular campaign that they like. Third, we have an open
architecture that allows us to easily support multiple 3D
accelerator cards, and even add new cards as they are
released without patching the executable. Finally, we
opened up as much of the game as possible to the end user,
allowing him or her to swap out sounds, mugshots, etc. so
that users can tweak the game to their particular liking.
Csim: We've heard that the selection of aircraft to fly in
the game is rather atypical. What aircraft will we see and
why were these particular craft chosen?
Parsoft: We wouldn't characterize the plane choices as
atypical; we picked planes that we thought would be fun!
OpenPlane™ allows more advanced users to build other
planes that they want in the game.
One of the biggest grievances players had with A-10 Cuba!
was its small number of missions and lack of expandability.
How will Fighter Squadron address this issue?
We believe Fighter Squadron will be the most expandable
flight sim ever. The game itself will ship with 30 unique
scenarios comprising over 200 individual missions over the
English Channel, North Africa, and the German Rhineland.
We're also shipping a mission editor which will enable
people to create their own scenarios and missions. Since
there's no difference between a single player and
multiplayer scenario, any scenario that gets created can be
used for both single player and multiplayer. The
combination of the mission editor and OpenPlane™
means people will be able to play this sim for a long time.
Csim: We've heard gameplay in Fighter Squadron is
squadron based. What does this mean and what will it look
like in multiplayer mode?
Parsoft: In both single player and multiplayer mode, you
can play any of the scenarios from each of the three sides
in the game-the Germans, the Americans and the British.
What this means is that if you are the British on a bombing
mission, you will be flying an Avro Lancaster bomber on a
bombing mission. To win the mission, you will need to bomb
one or more primary air bases. If you are the Americans,
you might fly the same mission as combat air support for
the British bombers. Completing the mission successfully
from this side will mean getting the bombers in and out
safely. If you play the mission as the Germans, you will
have to defend the base from attack to be successful in the
mission.
The game also features an "Open Seat", where you can
transfer at any time from the pilot seats to the gunners
seat to the bombardier's seat. Also, at any time during the
scenario you can also transfer to another plane within your
squadron.
The inside view of the B-17. Click for a larger image.
Csim: Tell us a little more about the campaign itself. Is
it dynamic? What will this mean for gameplay?
Parsoft: We don't have dynamic campaigns, since as we just
discussed we don't have a "campaign" in the traditional
sense. Instead, we have the ability to play each of the 30
scenarios from any one of three sides, as any one of the
squadrons from that side. You can follow a particular
squadron from scenario to scenario, but it's really up to
the pilot. We do give people the ability to create a series
of sequential missions in the mission editor that may be
similar to (or entirely different!) than the missions that
we ship with.
Csim: "Situational awareness" has become a very big issue
in today's sims. Different companies are trying various
ways to help players create a mental and visual picture of
the vast sky battle on a small monitor. How will this be
handled in FS:SDOE?
Parsoft: First, the cockpit in Fighter Squadron is
rotatable a full 360 degrees, one degree at a time. What
this means is no more "canned" views of the cockpit, where
you have to look either forward, or left, or back. Instead,
you can position the camera anywhere inside or outside the
aircraft. Of course, we'll have snap views for those who
want it as well.
Also, one great feature of A-10 was the ability to have
views that tracked the enemy aircraft to monitor how the AI
was doing. Here, you will be able to track AI opponents and
real players both in the scenarios.
Finally, we will have an optional overlay feature that will
give you intelligence about the other aircraft in the game.
The overlays will provide mission objectives, enemy
locations, target status and other details. For the
hardcore player, these modes are disabled, of course.
Csim: One of the interesting developments in artificial
intelligence we have seen at E3 is the "Virtual Pilot" -
where instead of AI controlling the aircraft simply by
positioning the entire aircraft according to a set pattern
or turn radius, the game models what the pilot of the
aircraft is actually doing on the controls and puts his
plane through the same physics modeling as the player's
aircraft. Tell us a bit about how enemy AI will be handled.
Can we expect Virtual Pilots or something similar in
FS:SDOE?
Parsoft: The essence of any good AI system is the
formulation of an extensive, yet finite set of rules which
determine the actions and capabilities of an aircraft (or
any other vehicle) in any given situation. The ultimate
behavior of combatants in the game is only as convincing as
these rules allow. The greatest achievement is when a
player cannot differentiate between aircraft which are
controlled by the AI and those flown by humans. This
doesn't necessarily mean developing an AI system that makes
everything function perfectly. In fact, to simulate the
decisions and actions a human might make, its necessary to
make sure that there is scope for non-perfect behavior. We
achieve this in 2 ways.
(i) We have defined a set of modifiers which factor the
choices the AI must make in any situation. These modifiers
are sanity, loyalty, aggression, skill and morale. These
can be different for every combatant in the game. It is
therefore possible to have a squadron of killer aces flying
against another squadron of bumbling bozos. The same AI is
used, but the choices they make will be different. For
example, when an enemy comes into range, a plane with high
aggression and high morale will attack. Another plane with
low aggression and low morale would flee. All the other
factors would similarly affect the engagement.
(ii) The AI actually interacts with vehicles in the same
way any human would and all maneuvers therefore require
control inputs for anything to happen. All vehicles are
subject to the same physics, etc. In this way, if an
aircraft is damaged, the AI pilot struggles just as hard to
keep the aircraft under control as any human pilot would.
This philosophy, where the same underlying AI is
implemented for all vehicles in the whole game, results in
what we have termed the 'live environment'. Even if you
don't get into the action, there is a whole world going on
around you. In answer to your question though, we feel that
we already have a similar technology which will really give
players a convincing impression that this world is humming
with activity.
Csim: The flight modeling in A10 Cuba! was
state-of-the-art. Fighter Squadron has been advertised as
featuring "a ground-breaking simulator engine based on the
most accurate inertia, gravity and force calculations to
date." Tell us more.
Parsoft: As mentioned earlier, the days of relatively
inaccurate integer mathematics are gone. Since we are using
floating point mathematics, the physics and simulation
engine are much better.
Csim: Given this level of complexity, how will Fighter
Squadron deal with entry level pilots?
Parsoft: The game currently features three distinct play
modes: Arcade, Normal and Expert. Arcade features a relaxed
flight model, which newer players should be able to grasp
and play quickly. Arcade mode also offers the ability to
turn off certain damage features. Normal mode features a
full flight model, and fully accurate damage, but leaves on
the ability to select overlays to help the player identify
targets and threats. Expert mode disables the overlay menu
system entirely-the player is on his own with this one!
Currently we have this list of aircraft: •American:
P-38J Lightning •P-51D Mustang •B-17 Flying
Fortress •British: DeHavilland Mosquito •Hawker
Typhoon •Avro Lancaster •German: ME-262
•FW-190 •JU-88 Heavy Bomber
Csim: Is this final or will more be added?
Parsoft: This is the final list of aircraft, not including
the OpenPlane™ module that users can build and trade
amongst themselves. We also plan to do a mission pack which
will feature new planes and a new geographic region.
Csim: Will we see wind and weather modeling in Fighter
Squadron?
Parsoft: Wind is fully modeled in the game. Another feature
that is modeled is air density, so that the planes will
actually fly faster at higher altitudes, as is true of real
aircraft. Weather effects will not be modeled, which is due
to time constraints. Look for it some time in the future.
Csim: What forms of multiplayer support will be provided
and what kinds of multiplayer gameplay will be included?
Parsoft: There is no difference between the single player
scenarios and multiplayer scenarios, other than the number
of human pilots. We are currently shooting for 16 players
in LAN mode, but can definitely promise 8. It will all
depend on playtesting and speed.
Csim: What kind of future expansions are likely to appear
for the game?
Parsoft: We are planning an expansion pack, but it's too
early to discuss this right now. We'll keep you posted!
Csim: Which 3d accelerator cards will be supported and what
kind of system do you recommend with and without a
3d-accelerator card?
Parsoft: Planned support at ship is for native (not
Direct3D) support for the following cards: 3dfx, Rendition,
ATI, PowerVR. Our estimates right now are probably for a
Pentium 90 with 3D acceleration and probably a Pentium 133
without acceleration. These items may go lower, but won't
go any higher.
Csim: Will force-feedback controls be supported and, if
so, how will they be put to use? Parsoft: We will
support all DirectX 5.0 compatible force feedback devices,
including Joysticks and Flight yokes. We are still working
out all of the details, but expect it to be much like the
physics engine - done in a realistic and not arcade
fashion.
Csim: How will other new technologies impact
Parsoft/Activision simulations: I'm thinking of multiple
monitor support in WIN 95 and the VR support that is being
worked into DirectX.
Parsoft: The Macintosh has supported multiple monitors
since the early days, and Macintosh versions of our games
already have support for up to 3 monitors. As far as the PC
is concerned, we are aware that support for multiple
monitors is a planned feature of future OS releases, and
multiple monitor support should no doubt feature in future
titles if practical. VR technology is still a bit young at
this point. However, high-res headsets for the consumer
market are currently in development, and as the technology
matures in the near future, this should become a viable
proposition.
Csim: Will there be a MacOS version of FS:SDOE? Do you feel
the Macintosh still has potential for gamers?
Parsoft: There will definitely be a Macintosh version of
Fighter Squadron. The Macintosh has always had, and still
has a large installed base of users who like to play games.
We have been able to run a successful and profitable
company for the last few years based on Macintosh sales
alone. Although there is now a lot of uncertainty about the
future of the Mac, impressive sales of recent titles that
were hits on the PC (Quake, Duke Nuke'em and others)
suggest that the installed base are still hungry for new
titles.
Csim: If you could ask yourself and answer any one question
in regards to Fighter Squadron: Screaming Demons Over
Europe, what would it be and how would you answer it?
Parsoft: This question is the one that all developers
probably ask themselves. Although an obvious question with
an obvious answer, it is nonetheless vitally important.
Q. How do we make this game better than everyone else's.
A. There are two types of feature which make up the best
flight simulation games. These are the known successful
ingredients, i.e. the features that players already know
and expect from a game, and the unknown ingredients, i.e.
the features which players don't know and expect from a
game, but that the developer hopes will become tomorrow's
known ingredients.
What this basically means is that game developers must be
aware of essential features of the game and should
definitely drive the game design to incorporate many of
these features. However, this is only enough to be the same
as everyone else. To be better, developers need to push the
limits of all the technologies used in the game. Sounds,
graphics, physics, AI, editors, gameplay are all areas
where someone can break new ground. Obviously, in the real
world, developers have finite time and resources to develop
a title, so the dreams have to be balanced with what is
practically achievable.
Getting this balance right has become more and more
difficult, and as different games add more features, it has
now become impossible to develop a game with all the
features that people expect, as well as some new ones that
they didn't. The balance however, is not just for the
developers to consider, it is also for the media and the
game-players themselves. There is only so much that is
practically achievable, and while game companies must learn
not to make exaggerated claims, the media and consumers
must similarly temper their expectations.
In the case of Fighter Squadron, this time of course we've
done it all and Fighter Squadron will really change the
flight sim world forever.
Csim: If you had all the resources and talent in the world,
what would be the next simulation you would design?
OParsoft: This is a tough one that we ask ourselves a few
times each year as we look at future project plans. Our
strength is in simulation, and although there is always
talk of developing titles of a different genre, we are
pretty focused on the flying vehicle thing.
The main differentiators for flying vehicles are
realism/fantasy, jet/prop/rotary and
historic/modern/futuristic. Fighter Squadron is a realistic
flight simulation of historic propeller aircraft. Ideally,
with all the resources and talent in the world, we would
like to simultaneously develop a number of non-competing
titles. For example, a WW-I game and a SCI-FI space
simulation. The neat thing about the way we have developed
our technology is that it would probably be possible (with
a little asset juggling) to fly the WW-I fighter against a
spaceship.
Csim: Can you give us an idea of what's in store for the
future for Parsoft and Activision?
Parsoft: Working with Activision has been great. Not only
do we get to work with what we consider to be the best
entertainment software publisher, but we are also
associated with the other great partners that work with
Activision. We have developed a franchise with the Fighter
Squadron series that we will definitely pursue in the short
term with mission packs and new versions of the game. In
the long term we would hope to develop titles beyond
Fighter Squadron as we discussed.
The terrain graphics in Fighter Squadron look incredible...