Fighter Squadron: Interview with Snowden, Parker, Lemberger - Page 1/1
Created on 2005-01-20
Title: Fighter Squadron: Interview with Snowden, Parker, Lemberger By: Len 'Viking1' Hjalmarson Date: 1998-05-14 897 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Fighter Squadron: Screamin Demons Over Europe is one of the
most awaited simulations of 1998, and for good reason! The
pedigree of this WWII sim is impeccable, growing out of
earlier efforts with the likes of Eric "Hellcats" Parker
behind them. If you have played Activisions' A10 Cuba, you
have to know we are in for a treat!
Recently we fielded an interview to some of the principles
behind FS:SDOE, and we received these responses from Trevor
Snowden: Producer for Activision, Eric "Hellcats" Parker of
Parsoft Interactive, and John Lemberger: Project manager
for FS:SDOE. Not only is the interview exclusive, but some
of these screen shots have not appeared elsewhere in any
media. Enjoy!
Csim: Thanks for your time, men! As you know, interest in
Fighter Squadron Screamin Demons is intense. Can you tell
us a bit about your history and how you came to be involved
in this project?
Trev: I've always had an enormous interest in simulations,
ever since my early gaming days. I've played just about
every flight sim over the past 10 years, and have formed a
sort of addiction to the modern and WWII flight sims.
Activision recognized my experience and heavy interest in
flight simulations, and hired me from Interplay, where I
had worked on Starfleet Academy and Descent.
Csim: Another history question: tell us about Parsoft
Interactive. Was Parsoft involved with Hellcats Over the
Pacific? What prompted that direction?
Eric: Flight simulators had always fascinated me, but the
reason I started writing one was I had one of those rare
Ah-Ha! experiences. The company I had been contracting for
received a shipment of Sun SparcStations (this was back
when they first came out). I was playing with one one
night, and started decrying the low performance of its bus.
The CPU was capable of 12 million instructions per second,
and the screen displayed 256 colors at 1152x900 resolution,
but the bus could only transfer 5 Megabytes per second.
That worked out to about five frames per second - even if
you were just clearing the screen to a constant color. How
stupid, I thought; the CPU is just sitting idle 90% of the
time.
Then it hit me - instead of using simple brute force to
render the graphics, I could use that idle time to run a
compression algorithm that would minimize the amount of
data transferred over the bus. It would take more work by
the CPU, but throughput should be better.
Boy was it better! Eight hours later I had a cube spinning
at over 150 frames per second - at full resolution. The
algorithm was linear with screen size. I knew no one else
had this capability, so I made plans to produce a product
with it. Since the SparcStation was a tiny market, I had to
choose between the PC and the Macintosh. I chose the Mac
because at the time, it ran at 640x480 while the PC only
ran at 320x240, and my algorithm was much better at higher
resolutions. 2 years later, Hellcats was released.
Csim: Parsoft has also been involved in Mac games. What are
the key differences between these platforms for modern sim
developers?
Eric: The differences are really unimportant. I write only
a tiny amount of assembly language code anymore because
today's CPUs are so fast. Most of my C++ code compiles
without changes on both platforms. The advantages that the
Mac had years ago have mostly disappeared since DirectX hit
the PC market. Today both platforms are excellent game
hosts.
Click for 512x384
Physics
UNBELIEVABLE... That was the only thought I had
when I fired up the Fighter
Squadron beta for the first time. If the
graphics don't cause your jaw to fall through your
desk, the physics, sound and damage modelling
will.. The strobe effect on props (feather and
watch the apparent reversal of direction),
attention to detail in damage modelling (crash
lightly and bend your prop or your gear, crash hard
and watch a prop break or pieces of your airframe
go flying, wheels break off and go rolling or
bouncing away), the flames and smoke that erupt as
you score more hits on your adversary (watch the
flames spread rearward as they are fanned in the
wind). If thats not enough, cast your eyes over
your wing and watch your wing flex and your flaps
shake in the turbulence, watch from an outside view
and see your gear compress when you land.
The sounds ARE
awesome, from starting to idle to full throttle.
Drop to an idle and the aircraft starts to shake.
Ignition off and it revs as it leans out then dies.
If you have a subwoofer the roar of the engines
WILL be transmitted to your body via vibration. As
for combat, the padlock is fairly standard, with
scrolling or fixed views as you choose.
Click for 800x600 FW-109 in action.
I changed resolution to 800x600. Just for fun I put
my gear down on the P38 and watched it unfold from
the external view. Slow.. very realistic. Then I
came in over the beach.. incidentally, the most
realistic transition graphics from sand and salt to
land and water I have seen anywhere. I came down
gently on the sand, slowed, and started to sink!
But then I rolled out to the hard ground.
Unfortunately once my momentum was gone I was on a
slope and I rolled backward and sank in the sand!
FSSD will have semi-dynamic campaigns and also
allow us to FLY bombers! Nuff for now, more in part
2!
Click for 800x600 victory salute...
Csim: A10 Cuba was ground breaking in its 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 and surpassed in Fighter
Squadron?
Trev: FS:SDOE will have a much more extensive flight
physics model than A-10 Cuba. This time around, we have
focused on all aspects of the aircraft. Wings bend and
break, gears bend and snap off, tires come off and roll
away, propellers curl back and break off, etc. There are so
many factors involved, such as whether you land on grass or
pavement, or which side of the aircraft is taking most of
the stress and whether it's going to break away or not. And
this is only what can happen if you hit the ground! There
are just as many factors acting upon the plane in the air
as well.
Csim: In a recent interview with the developers of Fighter
Duel 2.0 I was pleased to find that ballistics modeling is
another growth area for prop sims. Is this also the case
with Fighter Squadron?
Eric: I don't really understand what the term ballistics
modeling means. If it means doing dynamics, then I've been
doing it for years. FSSD will be no different, but now each
component of a vehicle will compute its own forces, so
you'll see wings flexing (and sometimes shearing off),
propellers twisting to maintain the RPM setting, the nose
pitching down due to flaps deployment, excess drag due to
combat damage etc.
Csim: When the first screen shots from FSSD were released
last summer it was obvious that a new graphics engine had
been done. I recall reading something about "rivets on the
cockpit!" Tell us about this new G3 engine and the artwork
we'll see.
Eric: G3 is my attempt to keep up with the fast moving 3D
graphics environment on the PC. We can customize G3 to
render with Direct3D, OpenGL, Glide, or anything else that
comes down the pike. A new engine can be added to G3 in
just a few days. Of course the quality of the art depends
on the artists, and we have some of the best in the
industry.
Csim: How main stream does Parsoft consider 3d hardware?
Are you still concerned to make FSSD playble on non 3d
accelerated systems?
Trev: We believe 3D cards are playing a very big roll in
flight sims, and plan on taking as much advantage them as
possible. But we are also working hard on the software
version, since there is a significant percentage of users
who don't use or have access to hardware acceleration.
Csim: What kind of frame rate can we expect on a P200MMX
under 3dfx hardware Voodoo 1, and at what resolutions?
Trev: We are targeting 15-20fps (or higher) with full
detail at 640x480 by the time of release.
The inside view of the B-17. Click for a larger image.
Csim: Tell us about other aspects of the graphical
environment. Will we see fog patches, cloud layers, dynamic
lighting?
JohnL: The most noticeable graphical improvement over
previous Parsoft simulations is the fully textured
environment in FS:SDOE. This combined with the outstanding
smoke & fire effects make for truly stunning visuals.
We do have plans to add cloud layers before ship, and we
expect the clouds will be true three dimensional objects.
Csim: A-10 Cuba! and A10 Attack 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? Will each aircraft type have its
own engine sounds? Are different guns sampled uniquely?
Trev: We want everything to sound as real as the rest of
the game feels, so we've built an extensive library of
actual sound effects of the actual planes, guns, engines,
stalls, explosions and tension/stress. And yes, different
engines will sound different, as well as different guns.
Click for 640x480
Click for 800x600 CSIM: 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?
Trev: The damage model is going to be one of the highlights
in FS. Each aircraft will have an average of 24 break
points. These are places on the aircraft that can bend or
break. When a wing (or half of a wing) breaks off, it will
actually become a separate object, with true physics, and
tumble/flutter to the ground, damaging anything it hits on
the way down. At that point, the airplane will be missing
an aerodynamic portion of its frame, and will therefore
react exactly the way that a one-winged plane would in real
life. This goes for every piece of the plane that can break
off (wings, props, gear, tails, etc).
Those Killer Fences....Click for 800x600
Planes will also take progressive damage from loss of oil,
and your engine can also catch fire. For example, if your
engine takes damage and catches on fire, the fire will
start small, and if you don't do something to control the
fire (such as dive or shut down the engine) then the fire
will grow progressively larger. When you have a large steam
of fire and smoke, the engine will eventually burn away
from the aircraft. Similarly, fire will do progressive
damage on ground objects (houses, barns, docks,
etc.).-starting small, then growing, then catching nearby
buildings on fire (depending upon which way the wind is
blowing!)
Air will also effect damage to the aircraft. If you go into
a steep dive, for instance, and try to pull too hard out of
it, you may stress the wings so much that they will bend,
become structurally unsound, or even break.
CSIM: We've heard that the selection of aircraft to fly in
the game is atypical. What aircraft will we see and why
were these particular craft chosen?
Trev: There will be ten aircraft in the game: a twin engine
fighter, a single engine fighter, and a bomber from each of
the three sides, Germany, England, and America. In
addition, there is an extra British fighter. We selected
what we thought would be the most diverse aircraft, since
each one of these planes flies very differently. They were
also some of the best planes of their time.
CSIM: One of the biggest gripes players had with A-10 Cuba!
was the small number of missions and lack of expandability.
How will Fighter Squadron address this issue?
Trev: There will be 30 missions that you can play from any
of three sides, making a total of 90. We have also added a
mission editor that allows you to adjust any value in any
mission, or make your own from scratch. This gives FS
unlimited playability.
CSIM: Tell us about the Open Plane Interface? What kinds of
design control will the module allow?
Eric: OpenPlane (TM) is really just our database format,
but documented. The unique thing about OpenPlane(TM) is
that everything needed to describe the airplane is in the
file. Most simulators hard-code much of the aircraft's
behavior, but with OpenPlane (TM), nothing is hard-coded.
I'm sure we'll be seeing all sorts of interesting aircraft
once the format is publicly available.
CSIM: Can you tell us about the interface itself: what kind
of programming knowledge will be needed to design aircraft?
How much documentation will be supplied for novices?
Eric: Well, no programming is required, but the format is
extremely detailed. Novices should steer clear. Perhaps
some third party company will produce an editor for
OpenPlane (TM) that will take much of the drudgework out of
it.
CSIM: Last year we heard that the design module might be
released PRIOR to the sim itself.. is this still likely?
Eric: No. We don't want to finally nail down the format
until we're done putting everything we need into it.
CSIM: Will the player be able to add his own paint scheme
or his own markings?
Eric: That concept is certainly feasible with OpenPlane',
but we won't be providing the tools to make it happen.
CSIM: In 1997 mission builders became more advanced with
features like those in Janes F15. Tell us more about the
FSSD mission builder. What will be the main features? How
much tactical control will be allowed? Will there be
tasking?
Trev: You have full control of the sim with the mission
editor. Our focus on the mission editor was to make it as
easy to use as possible. We are using a very simple
drag-and-drop, point-click interface that anyone can jump
right into.
CSIM: Will we see any features in the mission builder that
are unique?
Trev: It's ease of use!
CSIM: Will player generated missions be capable of being
shared with other players?
Trev: Yes, and in addition, we are making it so that you
can create a mission and play it with your friends and
co-workers over a network.
CSIM: Gameplay in Fighter Squadron is squadron based. What
does this mean and what will it look like in multiplayer
mode?
Trev: In the game you start as a squadie, and when you earn
enough points you progress to squad leader and control the
whole squad. You can also jump inside any given plane in
the squadron, at any time during a mission. In net play,
you assume the role of a squad leader, as do the other
players. This means you can choose to command a number of
AI pilots (and yourself) against someone else over a
network.
CSIM: One request I hear constantly is "I want to fly a
WWII bomber!" Beats me why ;-D. Will FSSD allow players to
fly a B17 or....? If so, how many positions can be player
occupied?
Trev: Yes, you can fly a bomber! You can also control any
station in the bomber you choose: pilot, bombardier, or any
gunner position. When you switch between stations, the AI
will take control of any station you're not occupying.
CSIM: I understand that the campaigns are not dynamic? If
not, how are scenarios structured? What connects one to
another? What will contribute to the immersion factor?
Trev: The missions are structured key missions of an
all-out war. Your progress from one mission to another is
dependent upon the success of the mission objective. If the
mission objective is achieved, then the mission is
considered a success, even if you don't make it home alive.
(In real war, the mission objective is the grounds for
success, not your life!) This is why you can jump from
plane to plane (at a large cost to your score and
credibility). But if you're a real ACE you won't need to do
this.
CSIM: Computer controlled pilots have become very
sophisticated this year, including becoming subject to g
forces, losing sight, panic, morale, growth in ability etc.
Can we expect this level of detail in FSSD?
Trev: Yes, we have implemented five values to the AI pilot:
aggression, skill, morale, loyalty, and sanity.
Skill - Ability of a successful attack/hit/dodge.
Aggression - Likelihood of attacking
Loyalty - Will your squadron mates stay in the fight as
long as you do, or run home when it gets dirty.
Morale - How likely are the pilots to stay in the fight
after incurring some losses.
Sanity - How likely is the pilot to take suicidal
risks.
Click for 640x480 P38 cockpit.
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?
Trev: You don't have static front, side, back views that
make you feel like you're in a box. Of course you can snap
to any of these views if you choose by a quick head turn
but what we are doing is placing someone in a 3d model at
all times. You will have a full range of motion and several
padlock views from which to choose. All the instruments and
levers will be functional at all times. You will also be
able to zoom in and out of the cockpit. You can zoom all
the way out and see 170 degrees from the front of your
plane, like ADF has done. Or you can smash your face up
against the canopy/HUD, like USNF.
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." How many factors figure in the flight model?
Eric: Tough question. As mentioned earlier, aircraft are
now constructed from multiple independent components, each
of which does its own calculations. So to answer the
question, the number of factors that affect the flight
model depends on how the plane was put together. As an
example, in the P38 that comes with FS:SDOE, each wing is
partitioned into three airfoil objects. Tables of lift,
drag and moment (with optional modifiers for leading and
trailing edge devices) are used to parameterize each
airfoil.
The propellers are partitioned into 8 segments, with twist
angle, chord length and airfoil section specified for each.
Additional parameters specify min. and max. pitch angle
(because the P38 uses constant speed props). The fuselage
and twin engine booms contain lifting bodies to account for
airflow over their surfaces. Each landing gear is divided
into 5 separate objects that interact through springs and
dashpots. All the aforementioned objects have inertial
properties as well.
CSIM: Last year Fighter Squadron was said to have three
distinct play modes to allow easy entry for novices. Is
this still the case and how is each level structured?
Johnl: Our goal is still to provide enjoyment to both the
novice & expert. The flight models may be simplified
for the novice, and damage thresholds may also be increased
for the player's aircraft. The final structure of these
modes will be based on play-testing results later this
year.
CSIM: What is the current list of aircraft that we can fly?
Trev: American: P-38J, P-51D and B-17G
Germany: Ju-88A4, Fw109A and Me 262
English: Spitfire, Lancaster Mk I, Mosquito FB VI and
Hawker Typhoon Mk I
CSIM: Will we see wind and weather modeling in Fighter
Squadron?
Trev: Yes.
CSIM: Will we be using radio to communicate with base and
other pilots? Will early radar be modelled?
JohnL: FS will be a close-in dogfighting simulation. We
don't expect the player to waste a lot of time traveling to
targets, or finding & getting to the fight. The mission
parameters should provide the information necessary to
engage targets.
CSIM: What forms of multiplayer support will be provided
and what kinds of multiplayer gameplay will be included?
JohnL: There really shouldn't be much difference between
the single & multi-player modes. Missions can be
selected for either single or multi-player games, and the
game player may control any plane in his or her squadron.
Multiple players may work together cooperatively within or
among squadrons.
CSIM: What kind of future expansions are likely to appear
for the game?
JohnL: We have very capable physics & graphics engines
which open up a lot of possibilities for expansion.
Additional aircraft are the most obvious expansion option
to the first product release.
CSIM: What is the minimum spec machine and the recommended
system?
Minimum:
Intel Pentium 166MHz
32 megabytes of RAM
256 Kb of Level 2 Cache
2 megabytes of Primary Video RAM
Screen Resolution of 640x480x16 bit color
Recommended:
Intel Pentium 266Mhz processor
System RAM: 64 megabytes
256Kb of Level 2 Cache
2 megabytes of Primary Video RAM
3D accelerated video card with a minimum of 4 megabytes
of VRAM
CSIM: Will force-feedback controls be supported and, if so,
how will they be put to use?
Johnl: We hope to use force feedback to model realistic
control forces. Aircraft generally provide the pilot with a
great deal of information via the control stick or column.
We would like to effectively use this communications medium
to describe the forces acting upon the aircraft. The pilot
should be able to feel the aircraft's energy state through
the controls.
CSIM: Will there be a MacOS version of FS:SDOE?
Eric: We are not actively working on the Mac version at
this time, but we do plan to release a version for the Mac
some time soon after the PC release.
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?
Trev: "Hey Trev? How dose the flight model feel?"
Well ..REAL!!! The feel of the sim is incredible-I've never
flown anything even close. Even if you are a novice simer,
and you can't quite explain it, you'll feel it. It just
feels right! The flight and damage models have forever made
my standards in sims sky rocket. Once you get a chance to
play, you'll see.
CSIM: With 32 meg of Ram selling for about $50 and 3d
hardware power increasing dramatically, it must be dream
time for sim designers! If FSSD represents the cutting edge
in 1998, where would it go in 1999?
Eric: There is still tremendous opportunity for
improvement, but I want to leave some surprises for later!
CSIM: Thanks, and best of luck with a very promising sim!