Quest for the Grail: The Ultimate Air Combat Sim - Page 1/1
Created on 2005-01-20
Title: Quest for the Grail: The Ultimate Air Combat Sim By: Dan 'Crash' Crenshaw Date: 1998-10-14 1421 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
This article was originally posted over a year ago.
Since then, there has been an incredible amount of progress
in the Air Combat Simulation arena. Based on this new data,
I have updated some of the information about what is going
on, what has become standard, and what we can expect. Any
new comments will be ITALICIZED.
The Quest for
the Holy Grail. The Knights of the Round Table aspired to
find the Holy Grail because its attainment would prove
their purity, piety and faith. It was unattainable to all
save for one knight, Sir Galahad.
Every discipline has it's own form of the Holy Grail. Be it
business, sports, hobbies whatever: every serious pursuit
has an ultimate ideal. The Air Combat flight simulation
genre is no different.
Right now we are in a period of great creativity in the
ACFS arena. Within the next 6 months or so, we will see an
influx of some of the most incredible and all encompassing
simulations ever dreamt of. The increased and ever
increasing power of the PC and its' peripherals has allowed
the programmers to do today what they have been aspiring to
for years.
Flying Corps 3d. Click for a full size screen shot... 20K.
I have questioned some truly HARD-CORE flight simulation
fanatics. Many of their names and call signs would be
familiar to you. I posed the question, "What would make the
'PERFECT' flight sim?" I asked for the top 10 "must have"
features in a flight sim. They were ranked from the most
important on down. Understand, ALL of the items listed are
extremely important to fulfill the quest, so ranking them
was very difficult. Really, there are no least important
features. But in view of needed compromise due to
programming limitations, the higher items on the list take
precedence.
I have compiled everyone's ratings and listed them below.
In the end the list exceeded 10 total items, so later in
the article I post the entire list. Please realize that
this list is by no means exhaustive.
I do need to point out that there is a slight bias in the
list, since most of the pilots' I polled LAN network. As a
result these pilots are adamant that LAN NETWORK support is
indispensable!
The Top Ten
1. Realistic Flight Model
2. Dynamic Campaign
3. High Artificial Intelligence (AI)
4. Network Play
5. Realistic Avionics
6. Realistic Weapons performance and delivery
7. Padlock with situational awareness indicators
8. Mission Editing (Solo and Campaign)
9. High Quality Graphics
10. Wingman Command Structure
So what exactly do these categories mean? I will give
explanations and comments from the poll. I will also list
the sim, past or present, which in the opinion of those
polled comes closest to fulfilling this category. You will
notice that 2 sims take all of the honors here …
save 1.
REALISTIC FLIGHT MODEL:
Pretty self-explanatory. The modeled aircraft must perform
like the real thing. It must give you the "feel" of
actually flying. "FEEL" was stated over and over again. It
must have roll rates that are dynamic and change with
altitude and air speed. It must bleed speed in a turn. It
must perform differently at various altitudes in a fashion
that conforms to the real characteristics of the aircraft.
In short, the flight model must accurately depict all of
the actual flight characteristics of the modeled
aircraft.
Closest sim in this category? SU-27 Flanker
SU27 2.0. Click the image for a larger shot.
JANES F-15 was released with a flight model that was very
good, but still lacked. A subsequent patch moved F-15 into
the "Best of" class with SU-27. Many still feel SU-27 is
still the king here. We have FALCON 4 and SU-27 2.0 on the
horizon, both expected to top all previous sims to date. We
can expect SU-27 2.0 to be as good or better based on it's
heritage, and the latest BETA builds of FALCON 4 prove that
it will be tough to top as well. This area has only
progressed over the past year.
DYNAMIC CAMPAIGN:
First of all, a campaign MUST be included in any sim. There
must be a method of providing accomplishment and a feeling
of "I WON". Even if a Dynamic Campaign is not included, a
"CANNED" campaign must be there.
But the elusive Dynamic Campaign is what makes a sim
playable for years to come. In the truly dynamic system, no
war will ever be the same. This means that different
strategies will be needed. Moreover, the effect of your
mission loss or failure must play a roll. If you miss the
target, the enemy will move into the next sector and you
lose an airfield.
Ideally, this includes supply line logistics. If you are
tasked to destroy a supply convoy and fail to do so, then
your enemy may continue to use high grade smart weapons
against you. On the other hand, if you succeed but fail to
protect your own supply lines, you may find yourself using
dumb bombs instead of laser guided weapons.
In the dynamic or semi-dynamic system, fighters SCRAMBLE
from air bases you are approaching. If the system is
comprehensive, including integration of a ground war, you
may happen across targets of opportunity, such as a column
of tanks advancing through a canyon. If you are on a
mission for another target you have to make a strategic
decision.
This kind of LIVING world is what we need. Many sims have
taken shots at various portions of a dynamic campaign, but
none have incorporated them all. HIND had enemy foot
soldiers scatter when you made a strafing run, EF2000 has the
enemy move forward or back depending on the outcome of your
mission, but lacked the ground war integration. Many have
tried, but none have gone the distance.
A concept that has been bouncing around for years is the
"Virtual Battlefield". What better way to run a war than to
have a Flight Sim coupled with a Tank sim, which is
supporting a "DOOM STYLE" foot soldier game that depicts a
MARINE landing from ships run from a Naval sim. The MARINE
squad calls for an airstrike and you come in with your F-16
wing to support the Longbow squadron that is laying waste
to the bad guys. Especially as the Internet comes of age
and Bandwidth increases, think of the massive battles with
scores of players that could be possible.
Closest sim in this category? EF2000/TACTCOM (SUPER EF)
Click on the picture to see a larger image..from EF2000 v.2
It is a well know fact this is one of my pet loves. A truly
Dynamic Campaign is critical to long game play. EF2000
still retains this title, although TAW, just released, will
be a formidable adversary in this area. SU-27 2.0 and
FALCON 4 both claim to have Dynamic Campaigns in their
up-coming releases. I have seen the world of FALCON 4, and
nothing has ever come close .. anywhere near, what they are
doing.
I confess, however, that I have not seen Flanker 2.0's
Dynamic Campaign, but based on the reputation of the
developers and of the persistence known to exist on the
BETA team, I expect this to be great as well. I believe we
will see two very impressive Dynamic Campaigns released.
Later we will talk about how this interfaces with my other
fanaticizm - CO-OPERATIVE MULTIPLAYER ability.
EFFECTIVE ARTIFICIAL INTELLIGENCE:
This encompasses a variety of aspects, but some of the key
points follow. Wingmen that actually do as they are told,
don't fly into the ground, hit their targets at least once
in a while, will break to avoid being killed … you
get the picture. We need Wingmen that fly like LAN wingmen
do, like real humans. Effective AI also means that the
enemy doesn't make head-ons at every merge, and maybe they
bracket you once in a while (I will never forget when I got
bracketed for the first time during the SU-27 1.5 beta
sessions, I was never so elated at being shot down).
Effective AI also means that ground forces aren't laid out
in neat little rows or squares, and AI aircraft don't wait
until you drop a bomb on the runway to come after you.
ESCORTS should not only stay with you (the flight they are
SUPPOSED to protect), but actually protect that same
flight. Enemy bandits should not follow you over your SAM
emplacements (and SAM emplacements that will shoot at them
if they do). I could easily go on for days here, but I
think you see what we mean. We want AI that thinks like a
human that wants to stay alive and win a war.
Closest sim in this category? SU-27 Flanker
AI only gets better with each passing release. DiD's F-22
ADF, JANES F-15, DiD's F-22 TAW, soon to be released FALCON
4 and SU-27 2.0 ... all have improved upon what has gone
before.
NETWORK PLAY:
This was primarily LAN based in the comments. But there is
also the obvious need for Internet play. The sim should
have Internet support built in, be tested and ready to go.
Once LAN support is built in, Internet support follows
nicely. They go hand in hand. As I mentioned earlier, most
of the pilots' poled are LAN fanatics (and unless you have
flown in a LAN group, especially with RADIO COMMS, you just
can't understand), so LAN play showed up pretty high.
But as was pointed out by many of the guys, Internet
support is a force that must be reckoned with. For the sim
that comes closest to the mark, none do a good Internet
setup yet, so the winner here is based upon the rock solid
stability of it's LAN capabilities. The runner up here,
SU-27 Version
1.5, has the impressive feature of being able to enter
or re-enter at will, but lacked the stability of EF. If we
can get both of these in one sim …
Closest sim in this category? EF2000/TACTCOM (SUPER EF)
As I mentioned before, my other love. Not only is
Network/Internet play a must these days, Co-operative play
is required as well. JANES F-15 is an extraordinary game in
so many ways, but fell miserably short when all it offered
in the multi-play arena was H2H. This whole idea must have
been an after thought, H2H only in a aircraft who's primary
missions are STRIKE. Had co-operative play and even better,
2 man ships, been included ... the lack of a dynamic
campaign could have easily been overlooked, especially with
the very nice Mission Builder included.
F-22 TAW has released with multi-play that includes H2H and
co-operative missions, but not in a campaign. However,
there is the ability to do both. The highly anticipated
FALCON 4 and SU-27 2.0 are both planned to include
multi-player, H2H and Co-operative missions both in
campaign and Mission Building modules. This is an area I
expect to progress even further with the advent of areas
like NOVAWORLD where players can log on and fight together
or against each other, singly or as teams in a campaign
environment. The Electronic Battlefield is approaching
faster and faster.
REALISTIC AVIONICS:
This category had an amazing following for one sim. All
save the lone Back to Bagdad vote went to SU-27. Not only
should the avionics function as the real thing, they must
also perform like the real thing. Different modes, range
adjustment flexibility, detection cone functionality (a
feature the winner here lacks).
Something that was mentioned by several was RADAR that
locks you up while behind a hill -- has got to go! Radar
Lock breaks must be modeled (as with the beaming in SU-27).
Another feature anomaly that was given the "thumbs down"
was the lack of Gyroscopic Effect on RADAR when rolling the
aircraft ala. EF2000/TACTCOM.
Closest sim in this category? SU-27 Flanker
I think there can be no denying, JANES F-15 took this to a
new level. SU-27 2.0 and FALCON 4 both will continue this
trend.
REALISTIC WEAPONS PERFORMANCE AND DELIVERY:
This was a point of some contention. My general feeling
seems to be encompassed by the "sitting on the fencers" as
well as the either/or crowd. Right now there are 2 sims
that stood out above the rest in this category, but both
had some pretty glaring issues to contend with. The weapons
must be modeled accurately … not to what the
manufacturers of these weapons publish. Thus the major flaw
with SU-27. While the parameters of the weapons, and
locking ability and the launching sequences seem very well
done, the accuracy is ludicrous.
SHILKES are no where near as deadly as they are in SU-27,
SAMS are some of the toughest to spoof and the friendly
weapons seem to be lemons. While an enemy R73 hits with
almost deadly accuracy with a one hit kill (or may as well
be dead hit) a commonality, your R73 may never even get
close and when it does, a one hit kill is almost unheard
of. And while it should really fall under the flight model
category, if you are hit, your aircraft should have
handling and systems difficulties. I rarely see an enemy
aircraft in any sim suffer problems after a hit. They still
manage to pull those high G full burner turns like before.
Of course, in SU-27 we don't have the "KLINGON" infrared
missiles as in EF2000/TACTCOM. However in EF2, the accuracy
ratio seems a bit more realistic. Both of these sims are
close, but still have far to go. Accurate flight modeling
hit ratios, kill bubbles, and realistic "spoofability" are
some of the items that are considered here.
Closest sim in this category? SU-27 Flanker
The current trend is to get closer to a more realistic
environment. The power of the new processors is allowing
more and more data to be assimilated. Expect SU-27 2.0 and
FALCON 4 to excel in these areas. First, let me state
that "HAWKEYE VIEW" is NOT a Padlock view. You can argue
with me and anyone else in the poll on this one and you
will never make any headway. A Padlock view must turn your
head in the direction of the bandit, not point an arrow or
give you a little pop up window with an aircraft in it. The
key to a good Padlock view is to give you enough
information to allow you to tell the direction of the
bandit from the nose of your aircraft and the attitude of
your aircraft at the same time. The limitations of a
computer monitor are never so obvious and deadly as in
Padlock.
Since we do not have physical sensations or G forces, or
even the quick check look around ability (although a well
thought out FLCS/TQS or CH program can
compensate for at least the last one), we must be fed data
to over come that handicap. Again, 2 sims were the major
contenders for this one and SU-27 was nearly unanimous in
the polls. Some of the finer points of the SU-27 padlock
are:
no "Linda Blair" 360 degree views, views must be
limited not only to the physical limitations of the
aircraft but of the human body as well;
an excellent informational "floating HUD" to help
orient you with the world and aircraft … not always
totally effective, but a great tool;
the requirement of being in "visual range" before
allowing a Padlock view initiation, not totally perfect,
but well modeled.
The one prominent gripe about the EF Padlock was the
ability to see "through the cockpit" as when the aircraft
are below you. Su-27 will try to "guess" where the bandit
will reappear, as would a human, and if it takes too long,
you lose the Padlock and must re-aquire.
I can not stress enough the importance of a Padlock that
provides accurate and easily discernible Situational
Awareness data. It only takes a few seconds in Padlock to
get so completely disoriented as to cause a collision with
another aircraft or the ground. Some will say that a
"HAWKEYE VIEW" solves most of these issues … to a
point and at the expense of realism and accuracy. Most of
the pilots' involved were about as adamant about this as
they were about "POP UP WINDOWS" vs. "REAL COCKPIT". Real
Cockpits and Padlock View win out. Winner by a landslide is
…
Closest sim in this category? SU-27 Flanker
Here is an area where the flight sim
world is about to be turned on it's ear. I have not seen
SU-27 2.0's padlock view, but expect greatness. I HAVE seen
FALCON 4's ... and it has come so close to the "Holy Grail"
that the testers are drooling. FALCON 4 has 2 padlock
views at this point. The first is very similar to the old
FALCON 3 - 3 window set up that is also in the demo. The
small black box on the bottom left is filled with HSI ball
and altimeter.
F4 padlock enhanced mode.
F4 Falcon3 classic mode.
There is also a full screen view that does
not give you much data, (though the engine sounds and other
input tell you most of what you need to know), but you also
have incredible canopy reflections that allow you to know
easily the location of the nose of your aircraft.
F4 Canopy Reflections.
There will always need to be some
concessions here due to the lack of Situational Awareness
you get while staring at a computer screen, but we are
approaching Nirvana. SU-27 was the first simulation that
required you to actually LOOK at the bandit before you
padlocked it. Expect this trend to continue.
MISSION EDITING (Solo and Campaign):
The ability to create your own mission is also very high on
the list. Experience with "CANNED" missions and dealing
with EF's WARGEN before TACTCOM (you can tell a computer
came up with those Waypoints, "Lets fly over EVERY enemy
SAM site between us and the target, shall we?") has taught
us as well as the software companies that humans must have
input when it comes to their own fate, Virtual or Real.
Flanker 2 Mission Editor. Click for larger.
There are two very different approaches to this currently,
and both are very well done. My personal favorite would be
the EF/TACTCOM campaign mission generator, primarily
because I am a big fan of Dynamic Campaigns. The ability to
plan what type of mission, where to strike, what to take as
armament, what ingress and egress route to take, what mix
of aircraft to support the mission -- all of these
abilities are critical.
The winner of this category was SU-27, but barely. While
there is no Dynamic Campaign to build missions for, you can
make an entire scenario, good, bad and ugly. During testing
of 1.5, we had a huge 24 hour mission built up that
included input from 6 people. Static ground forces, air
strikes, CAPS, GAI, SAMS, all could be manipulated. The
biggest draw back here is that it is static, once it is
gone, it's done. You can not advance and take over bases or
cut off supply lines (they don't exist). FALCON 3.0 was
also a contender here, even the venerable GRAND DADDY of
flight sims still holds some gifts for us!
Nearly everyone stated that this needs to be in addition to
"CANNED" missions. QUICK COMBAT and "CANNED" missions are
necessary for those without the inclination to build their
own, or for anyone that needs to kill something quick after
a bad day at the office.
Closest sim in this category? SU-27 Flanker
JANES F-15 did this very well, F-22 TAW
has a great builder, SU-27 2.0 is slated for a builder we
can expect to be exceptional, and FALCON 4 is coming out
with an editor that will even take over with intelligent AI
once the place units start to move. No more ground troops
walking past each other because they waypoint command did
tell them to attack. And to add to this, a weaker force
may make the decision to run instead of fight ... but the
stronger force may decide to chase them. New builders are
close to approaching the ability to create their own
campaigns.
HIGH QUALITY GRAPHICS:
This one is a given. Why are graphics so important?
Realistic terrain, clouds etc are a passport into virtual
reality and suspension of disbelief. One must have the
feeling of actually being there.
Equally important, realistic graphics help with situational
awareness. For example, in Longbow Flash Point Korea one
gets a strong sensation of speed while skimming over terra
firma. Glance out the window on the side and you KNOW if
you are visible and a good target from that quarter. Duck
down when some lucky SAM has a lock on you and glance in
the lock direction and know instantly that you are radar
masked.
3D graphics are making this a reality for all of the newest
sims as well as some of the recent releases in the form of
patches. The winner here was chosen even before the release
of GRAPHICS +. 3D will only make it better. If you don't
believe it, go look at the screen shots of DiD's F22: ADF, Spectrum Holobytes FALCON 4, or SSI's SU-27 Version 2.0.
Closest sim in this category? EF2000/TACTOM (SUPER EF), G+
This needs no comment. Longbow 2, F-15,
F-22 ADF/TAW, SU-27 2.0 screen shots, FALCON 4 screen shots
- the many WW2 sims due out soon ... they all prove the
days of polygons are gone forever. The latest round of
graphic enhancements have allowed the environment to bring
a whole new level to immersion.
Janes F15.
WINGMAN COMMAND STRUCTURE:
The ranking of command structure in the Top Ten list
surprised many of us. Many LAN players answer the question,
"How do I tell my wingman to do so and so…" with the
standard answer, "I tell him to and he does it." But the
non-LAN players make a solid case for the need for this
kind of control. With that in mind, its interesting that
this is also the only area that one of the 2 dominant sims
did NOT win (as far as the top ten list is concerned at
least). While EF2000 was mentioned (as was FALCON 3.0, but
no mention of SU-27), the winner was a sim that has few if
any of the other qualities that were considered critical
and even had several features that were big No - No's. An
easy, single key stroke, logically laid out command
structure to tell the computer wingies what to do is
imperative.
There must also be the flexibility of more than 4 or 5
commands. Bracketing, dragging, breaking high and low, left
and right, engaging, disengaging, form up, formation
choices, ground attack, target hand off, weapons status
report (before they are down to guns only), RADAR sweep,
cover me, return to base, scan sector assignment, etc.
These and many more are necessary to allow tactical control
and have wingmen make a real difference instead of being
missile bait.
Without solid wingman control, many basic strategies become
impossible. Head-on merges are not the best way to live
through an initial contact! For example, standard two on
one or two on two doctrine requires the ability to send
your wingmen off to bracket on one side (preferably 2 of
them while the third remains with you) while you and your
wing bracket the other. This greatly increases the
likelihood of a kill.
By the same token, to command two of your flight to watch a
different sector of the flight path with RADAR gives you
better situational awareness. SA is the sister to "lose
sight, lose the fight." A sanitize or sector scan command
enables this control. If you miss your target, (of course
this NEVER happens to the rest of us), the ability to have
your wingman take your target out could be crucial in
cutting off supply lines or stopping that pesky SAM site
from killing any more of your allies.
Also, total and separate control of your wingmen gives the
illusion of being an actual Wing Leader instead of just
being a cog in the wheel of a computer run war. Think of
all the actions you must perform because you can not
instruct your wingmen to do so. Now consider how much more
involved and better prepared you would feel if you could
have your wingmen perform some of those functions, allowing
you (the Wing Leader, after all!) to pay more attention to
strategic assessment of the unfolding situation. When was
the last time you "Called for help" in a hot and heavy
furball and hit the wrong key. "Bugging out, sir!" is NOT
what I want you to do!
Even the LAN players agree: we sometimes are required to
take along some computer run wingmen to fill out a flight.
Having more control over their actions would move them up
from Bandit Bait, to being strategically useful. If the AI
is extremely well executed, a computer controlled wing
could become as valuable as a human player.
In short, the player needs complete tactical control of
wingmen. Commands should be in a logical and easy to access
format. The sim that succeeds in this area will add more
than most designers have acknowledged to the overall
enjoyment and realism of the simulation. The human players
will also have a higher success rate, which means more fun!
This was another category that has been
improved on by all sims since this was originally posted
and continues to progress with every new release. Janes F15
took us to new territory, and the structures that will be
available in Flanker 2.0 and FALCON 4 will be second to
none.
Now the sims that seemed to be the closest look a bit
weighted. Here is a quick list of sims that got at least
one vote (or an "either/or" vote) in at least one category:
EF2000/TACTCOM, SU-27, FALCON 3.0,
Flying Corps, Hornet 3.0, USNF et al, Longbow FPK, Back to
Bagdad, TOPGUN Fire at Will, F14D, Tornado, AV8B Harrier,
iF22, Air Warrior, Warbirds.
Also realize that the people polled have between them
probably flown every sim ever produced, so we got a pretty
good cross section here. Also, as time progresses, sims
keep getting better and better, so it is only logical that
the newer sims are closer to the Holy Grail than sims of
past years.
I also promised a full list of items that came up (many
items were obviously mentioned by several of us):
1. Realistic Flight Model
2. Dynamic Campaign (Interactive World)
3. High AI
4. Network Play
5. Realistic Avionics
6. Realistic Weapons performance and delivery
7. Padlock with situational awareness indicators
8. Mission editing (Solo and campaign)
9. High Quality Graphics
10. Wingman Command Structure
11. Comms/Tactical Briefing (before and after missions)
12. Accurate Sounds
13. Weather (Realistic Environment, tress etc.)
14. Realistic, Multi level Damage Model
15. Network Chat
16. Modularity/Multi plane/role capability
17. Contrails
18. Reload/Refuel
19. Total Immersion
20. User Interface
21. Non AWACS/Gods eye view
22. "LIVE" Squadron (promotions etc.)
23. Packaging/Manual
24. Multiple monitor support
25. Auto pilot feature to form on leader
26. Coordinates (as in JTIDS in EF)
27. Multi Mission type, canned, planned, editing
28. Recording ability (ala FALCON or SU-27)
29. VR helmet support
30. Realistic physics modelling
If we look at the coming barrage of simulations in the next
6 to 9 months, we see that many if not most of these items
are being incorporated. Between the pending release of
LONGBOW 2,
F22:
ADF/TAW, FALCON 4, SU-27 Version 2.0,
F-15 …. etc., we should
be in virtual heaven. I do not expect any one of these sims
to be the "Holy Grail", but we expect them to help lead the
Sir Galahads of Programming teams closer to their goal.
I would like to thank everyone that
participated in the survey. Without your help, this article
would not have been possible.
The next generation of simulations will
get us so very close to this list of "needs" that the
temptation to state that the "Grail" is upon us is great.
To say, "FALCON 4 is the HOLY GRAIL" would be so easy to
do.
But we must remember, the "HOLY GRAIL" in
any field or area is never attainable. The closer you get,
the farther away it gets. Next we will expect sims to
interface with full motion cockpits ... or actually fly. As
I look back at the total list of 30 items, I see nearly
every item improved upon or implemented. And none of them
slightly, all have been great strides. Never the less, the
year has been good to us, and the next one looks brighter
than ever.