October Editorial: The Seven Sons of Sim - Page 1/1
Created on 2005-01-20
Title: October Editorial: The Seven Sons of Sim By: Len 'Viking1' Hjalmarson Date: October 5th, 1998 1189 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Just over a year ago COMBATSIM.COM hosted two guest
editorials looking at the state of military flight sims, and
reaching toward the elusive grail: that simulation that would
incorporate the most wanted features, put it all together in
a tight little bundle, and do it right! Shortly after Mark
Doran and Dan Crenshaw opened the discussion I took my own
kick at the can with this article. Now here we are a year and
some weeks down the road, and it's time to revisit the
subject.
I have broken "the cutting edge" into seven key areas. The
approach I want to take is to survey what major developers
are doing in these areas. As sim fans are fond of point
out, most developers do a few things very well, while
paying less attention to other areas. The tension here, of
course, is development time and resources. But the tension
is also vision, because at least one developer is pursuing
the elusive goal of putting it all together in one package.
More on that later!
The seven areas in which developers are working hard at
breaking new ground are: (the envelope please!)
Flight Models
Physics and Damage Model
Dynamic Campaign AI
Virtual Pilots and Morale/Personality Factors
Integration of Strategic Control
Communications and Wingmen Interaction/Control
Graphics Modeling
Flight Models
There are two cutting edge areas in flight modeling for
military simulations. The first is becoming a requirement
for state of the art sims: supplying the same 6 DOF model
for both the human pilot and for the AI pilot.
Until very recently the AI for computer controlled pilots
(CCPs) and the virtual human pilot were different. This
wasn't very noticeable under ordinary conditions... but get
into a dogfight with a CCP and suddenly you KNOW something
is wrong! The CCP may not exceed the max g of his airframe,
but he can pull those max gs with little penalty, if any.
CCPs have not been modeled to experience redout, blackout,
or panic. And most of them have been somewhat limited in
their responses.
F15. Click for a larger image...
Furthermore, CPPs often seem able to locate their adversary
(me and you!) in spite of our flying into the sun, and
generally pulling incredible gymnastics suited to our
awesome flight abilities. Well, at least suited to yours!
Happily, this is changing. Simulations like Falcon 4 and MS
Combat Flight Sim give CCPs the same flight model as the
virtual pilots. Some simulations like Rowan's Flying Corps
have already arrived there. Select the advanced flight
model for the CCPs in Flying Corps and suddenly the
difficulty of an aerial win is dramatically increased. It
truly is a great advance in sim design.
MS Combat Flight Sim. Click for 640x480.
Microsoft's Combat Flight Sim takes this even further, by
modeling realistic situation awareness into their CPPs. The
field of view for CPPs is divided into six sections and
each section is modeled according to the pilots current
attitude, taking into account the parts of his aircraft as
well as sun attitude and cloud layers. As a result, these
guys will realistically lose sight of you depending on
where you are before and during a dogfight. Too cool.
But there is another cutting edge, and that territory is
being covered by the few. Janes Combat Simulations F15
ventured where no pilot had gone before in a military
flight simulation for the PC. Rather than compiling data on
aircraft performance and creating routines that will model
that performance in a variety of situations, Janes obtained
the math that the USAF actually employs to model aircraft
performance-- DATCOM. These equations were incorporated
directly into F15.
That bit of work completed part one of an entirely new
approach on the PC. Part two was composed of stability
derivatives for the F15. For that subject Janes enlisted
Air Force engineers who shared the public domain data with
them. Yeah, sounds great, but what makes this so different
than simply using the old methods?
Having gone through the work described above Janes has
essentially created a virtual reality physics model. In
other words, the real aircraft and its performance have now
been modelled on the PC. As a result, all the planes actual
performance characteristics are in place. There is no
longer a need to model particular situations in the flight
envelope, with the inevitable result that some situations
are not truly modelled.
In F15, every subtle effect is in place, just as it would
for the real aircraft and real pilot. Stalls, spins, speed
bleed, inertia... none of these will be specifically
modelled as in previous attempts at the genre, yet all will
be immediately in place. Yes, this is history in the
making, and great news for virtual pilots.
Flying Corps came close, and Falcon 4 may come closer
still. With their reputation for accuracy in WWI aircraft,
look to Rowan's coming MiG Alley to also mirror incredible
accuracy in flight modeling. The horsepower being freed by
3d hardware will be put to good use this year and next!
It wasn't very long ago that physics modeling meant that if
a wing was knocked off, it should disappear or fall to
earth. If a shell was fired an object should incur damage.
It didn't matter if one actually SAW a shell trajectory in
action, and it definitely didn't matter if wind or gravity
forces acted much on these objects.
A screen from Fighter Squadron..
Furthermore, you really could not target a particular area
of an aircraft. A probability model, as well as limited
object modeling, interfered with this ability. But no more!
One of the extremely cool features of A10 Cuba (by Parsoft
under the direction of Eric "Hellcats" Parker) was its
physics modelling. A10 went where no 'hog had gone before,
much less any other flight simulation. Here are some
comments on that physics modelling from Neil Mouneinme's
review:
More than anything else A-10 Cuba deserves mention for the
physics and flight modeling. This game has the best physics
model ever put into a combat sim, period. The moment you
start the engines and pull out of the hangar you'll realize
things are different. The landing gear your plane rests on
reacts to weight shifting from accelerating, braking, and
turning with unbelievably realistic damped suspension.
On the takeoff roll, the main struts will compress and the
nose gear will extend to its limit, followed by the main
gear themselves, as the plane becomes light and leaves the
ground. In flight the plane reacts well, developing lift
from the huge wings, realistically modeling the control
surface reactions, bobbing around in wind currents, etc.
Turn off the computer flight augmentation and the plane
will tip-stall violently in a stall condition if you push
the limit too hard. Lose an engine or wing surface and the
plane will try to roll to one side. Use the brakes or flaps
if one is damaged and the 'hog will yaw in the direction of
the working one. Drag a wingtip on the ground and the plane
will try to cartwheel or yaw. The realism is simply
incomparable, but the beauty is that it isn't difficult to
fly, just very satisfying because you know that it's right.
Damage effects are very realistic as befits a game with
such a good flight model. Like the real A-10, you can lose
one-third of your wing surface, one engine, and a rudder
and still have enough control authority to land the damaged
plane, but you'll be fighting the controls and skirting the
outer edge of a stall almost all the way. Engine damage may
result in a fire - complete with polygon flame and black
smoke.
Pull the extinguisher and it might put out the fire, or it
might not. If it doesn't there is a risk of a catastrophic
fuel explosion - backfiring of unburnt fuel in the
compressor wake will indicate the risk involved. Land too
hard and the landing gear might get twisted out of shape or
broken completely. Get forced to belly land and sparks
trail behind you as you scrape the runway.
Physics modelling consists in the action and reaction of
objects to various real world forces. These forces include
gravity, torque, wind, drag and lift, inertia, heat, etc.
Physics modeling is closely related to damage models and
weapons models, though of course damage modeling is more
complicated since it can affect a variety of other factors.
Comanche 3 included a secondary damage model, and was the
first simulation for the PC that I have seen where one
could shoot a tree and watch it fall. If it happened to
fall on you, you too would incur damage. I was even more
surprised when I landed on the water and promptly sank!
In iMagics iF18 CSF,
Sidewinder missiles leave very real and twisty trails. The
trails persist, as they would in the real world. In Janes
Longbow or Team Apache, firing the
cannon causes the airframe to move. Launch a Hellfire
rocket and watch it arc upward to the target. Flak will jar
your airframe in Microsoft's Combat Flight Sim, and being
too close to an explosion in virtually any recent air
combat sim is risky, since blast effects and pieces of
aircraft breaking off can damage your own platform.
Equally important, instead of a hit modeled by statistical
probability, the projectile must reach a particular kill
zone while being acted on by real world forces. Physics
modelling is on the upswing and we can expect to see this
area increase in realism over the next year.
Shermans in Panzer Elite. Click for larger image.
Object oriented AI means that a tank in Panzer Elite or an aircraft in Fighter
Squadron is divided into many separate parts. You can
damage a particular engine on a bomber. And once a bullet
has approached near enough to the engine to damage it, the
AI then calculates which system the bullet impacted. Is the
fuel line hit? Is a cylinder impacted? What about the oil
system? Even the prop can be damaged in the newest sims.
Physics modeling has become so sophisticated that the guns
in Microsoft's Combat Flight Sim or SPGS coming Fighter Duel II
are not merely guns. Each weapon has its own
characteristics. Each bullet is modeled for trajectory, and
each type of gun has its own muzzle velocity which can
change with altitude and demand on the weapon (heat affects
characteristics). Naturally, a higher calibre weapon will
do more damage than a smaller one. When you consider how
many different guns are modeled on the B17s in Combat
Flight Sim, you begin to see the enormity of the effort!
Physics also extends to the environment, and Novalogic's
Comanche 3 was one of the first to give us secondary damage
effects. Taking out a tower sometimes had an impact on
other structures, or on aircraft parked nearby. In Falcon
4, Apache Havoc or Panzer Elite we'll see this interactive
environment extended, since its possible to damage portions
of structures and not see the entire structure disappear.
Equally important, repair times are becoming realistic.
This is critical to the dynamic and ongoing campaign models
in simulations like Falcon 4. Players want to know that if
they take out a runway in North Korea, it will not be
repaired on their next flight over an hour later. Its good
to know that your effort makes a difference, and also good
to know that enemy aircraft can't launch when you fly
nearby on another mission an hour later!
But realism in the environment is more than merely physics
and damage models, it also extends to activity within the
environment. iMagic's recent iF18 Carrier Strike Fighter
models carrier landings at a level not previously seen, as
will DI's coming Super Hornet. With a LSO giving seventeen
different hand signals, and other traffic queing to take
off and land, the carrier environment is more active and
interactive than anything yet seen. Expect to see this
extended to other simulation areas like IFR (in flight
refueling) as well as ATC communications (see COMMS below).
Dynamic Campaign AI
Dynamic campaigns are not really a recent invention, having
existed at least since Falcon 3. However, campaign AI is
greatly broadening in complexity, including resource and
resupply models, persistent damage and realistic repair
times, and even integrating ground warfare with air
warfare. The cutting edge in dynamic campaign AI is the
real time dynamic campaign. (See our Editorial series on
Dynamic
Campaigns).
Longbow 2. Click for a larger image..
In EF2000 the players performance in one mission affected
subsequent missions. In iF22, the same is true. In each
simulation the AI generated a "mission set" from which the
player would select which missions to fly. At the end of a
designated period of time, the AI generated a new set of
missions.
However, in coming simulations the AI will calculate tactic
factors and assess damage in real time! This is a giant
step toward a more dynamic battlefield. Mission assignments
can change after each mission, and the importance of
individual missions and the accompanying tension will
increase. The ebb and flow of the battle will likely be
move obvious. Scramble missions are more likely to occur,
and at less convenient times!
With resource management integrated into real time
campaigns, the failure of a particular mission could mean
that you run out of smart weapons! Imagine having to fly
your F22 with only cannon shells and AIM 9M missiles! By
the same token, imagine having your EWR sites taken out by
enemy forces and then having no warning whatsoever of an
incoming Strike mission as you prepare to launch your own
strike mission! Real time dynamism will definitely add
interest and tension to the battlefield.
Microprose coming Falcon 4 will actually feature two fully
dynamic campaigns in one package. The air war is completely
modeled, as is the ground war. And both of these wars
interact dynamically. This means that if you take out a
factory making missile motors, enemy resources will
eventually be strained. Or if you fail to offer air support
at the right time to a friendly armor platoon, enemy armor
could overrun your air base and destroy many of your own
aircraft.
Everyone knows that F4 has been almost five years in
development. Thankfully, Microprose hasn't been twiddling
their thumbs during that time, and F4 will be the first
simulation on the market that actually allows players to
create their own dynamic campaigns!
Virtual Pilots and Morale/Personality Factors
SIMIS took a unique approach to simulation design with
Team Apache, essentially integrating
role play and personality factors/leadership choices into
the tactical and simulation mix. The resulting brew has a
unique flavor.
In Team Apache the AI models CCPs with personality.
Integrating experience AND human elements into the AI, a
computer controlled pilot will have to deal with all the
forces real pilots face: g forces, morale forces, fatigue
and the possibility of panic. This will add an interesting
strategic element. Pop out of the sun on the six of a
Russian pilot and open up with your cannon and what will he
do? What is his experience level, fatigue level, and
morale? Maybe he'll dive and run from home and not even
attempt to engage you...
F22 ADF. Click for a larger image...
In DiDs coming Total Air War or
Microprose Falcon 4.0, pilots will grow in ability as their
flight time increases. Suddenly the loss of a pilot can be
a critical factor to ongoing success. Imagine flying with
the same pilot for three campaign days after completing
training and then losing him: you have lost a friend AND a
valuable tactical asset, since a less experienced pilot
will have to take his place.
Team Apache takes this the next mile. Even personal
compatability is important. Friendship between pilots may
mean a higher success rate, but what if the friend of your
team mate bites it? Flying with that pilot in the next
mission may be a very high risk...Tick off the crew chief
or overwork your mechanic, and they might start making
mistakes. Bryan Walker commented:
Team Apache. Click for larger.
In Team Apache, each non-player pilot is rated in 21
different categories, most of which can fluctuate depending
on fatigue and morale levels. Each non-player pilot also
has a distinct personality that dictates how compatible he
will be with other non-player pilots in the cockpit.
The Player can view the pilots via a "tent" interface. By
clicking on each pilot graphic, the player will see a
message saying something along the lines of "Abrams appears
alert but worried," "Donaldson is jovial and energetic,"
etc. As the campaign goes on, the "appearance" of these
pilots will change, depending upon a number of events.
The Player can also review individual mission tapes and
statistics from aircrew, noting their performance.
Microsoft is also innovating the model of CCPs. Instead of
simply modeling manouvers according to pilot skill and
aircraft characteristics, they have modeled the actual
control input on the stick. In other words, the game
simulates the stick position chosen by the CPP and then the
aircraft responds accordingly. Theoretically a zealous
pilot could lose control the same as you would! In fact it
does work this way, and I have seen bandits on my six lose
control and go into a spin. The beauty of the model is that
the limitations of the bandit are always as realistic as
your own.
Integration of Strategic Control
One year ago the players in this department were Digital
Image Design and Eidos International. However, Flying
Nightmares II was scrapped, and both Janes and
SSI/Mindscape have offered surprise entries in this new
stract/sim blend.
Digital Image Design developed a two module simulation
under the titles F22: Air Dominance Fighter and Total Air War. BOTH of these packages
include the ability to oversee the entire battlefield from
the strategic vantage point of the AWACS, though only TAW
allows this integration in a sweeping and ongoing dynamic
campaign. Incredibly, the communication package integrated
into these control features is a ten THOUSAND word
vocabulary, almost a third of normal human speech. Roger
Godfrey of DiD:
With F22 Total Air War the player has a far greater degree
of control over the way the war is fought. The mission
planner is not just used for you to create missions you
want to fly; you can use it for positioning CAP's over your
sensitive installations or create a series of missions
leading on from one another - you can really do anything
you like with your planes. . Also if any of the planes you
send up are F22's then you have the option of flying the
mission.
Click for 800x600 -260K.
Say you wanted to bomb a strategically important target but
it's SAM umbrella is just too hard to penetrate. You could
tackle the problem in a number of ways:
Plan several strike missions to the same target with a
large contingent of Wild Weasel flights. This may work but
you could end up losing a lot of your planes. You could
plan a F117, JSF or F22 mission to take out the targets in
the night using their stealth capabilities. You could plan
a continual series of Wild Weasel flights until every last
SAM launcher is destroyed. Then send in your bombers. The
choice is yours.
Along with the mission planner you also have the AWACS
to play with. This allows you to control the planes in the
air in real time. You can re-task and vector planes around
to deal with threats as they appear. Also you can jump in
to any friendly F22 in the theatre from AWACS. You can
engineer dogfights by vectoring flights and then watch the
resulting dogfight using smart views.
With 688(I) Hunter/Killer, Janes took a step toward third
person/first person strat/sim integration, offering a
window on the world through which the player could observe
any object in the battlefield environment, from whales to
missiles to ships. And 688(I) was designed from the start
to connect with another simulation, which was originally
conceived as AEGIS.
Unfortunately for those who were hoping to see AEGIS this
past summer, Janes and Sonalysts took a step back to see
what was possible, and the coming "Fleet Command" is the
result. "Fleet Command" will be Janes first entry into this
new genre, firmly cementing the integration of strategy and
simulation on a grand scale. How will this work?
If you've ever played a third person strategy title, you
know that it's relatively easy to actually control objects
using your mouse to select and drag. In order to vector an
intercept in ADF or Total Air War you simply click on the
allied flight and then drag to the enemy flight. This kind
of control could be broadly extended by offering a drop
down menu system.
Imagine it like this: you drag your flight to command an
intercept, but once the red diamond pops up and the flight
acknowledges the command, a menu pops up that allows you a
finer degree of control. Now you can select INTERCEPT TYPE
: -cutoff or stern conversion, and PRIORITY :- all possible
speed - all possible stealth - blow through and stealth
(this latter so that friendlies bypass intervening
targets).
I don't know how much command depth Fleet Command will
offer, but the player will be able to select individual
ships or task forces, or individual aircraft or flights. We
will also be able to call up new flights and command
undersea assets. (Remember Microprose "Task Force: 1942?"
Imagine this in the modern setting, with high resolution
and a far more detailed command and map interface,
integrated with first person play for the aircraft also).
Fleet Command will initially give us first-person control
over sea assets only, but this initial release will be
shortly followed by an inter-operable simulation of the F/A
18, and if we're lucky, the F14 Tomcat! Who knows, after
that we may be able to fly some choppers, and an additional
allied submarine is likely too.
The 3d perspective will be much like the Smartview
perspective pioneered by DiD in EF2000 Tactcom and later in
F22:ADF and Total Air War. The camera will offer real time
views with all the trimmings: you'll see all the action,
all the weather, and all the damage! Its incredibly
immersive just watching the dogfights in the TAW beta!
However, Fleet Command will likely add support for multiple
monitors, which should allow us the gods' eye view on one
screen while issuing orders on the other!
Janes plan to model over 1000 different units, all with
their actual capabilities. The real time dynamic campaign
system will extend to cover 16 different navies including
Russia, China, Taiwan and India. Multiplayer support will
allow up to eight players via LAN, modem or serial
connection.
Meanwhile, Mindscape/SSI are also stepping into the new
simulation /strategic blend. First, Silent Hunter II will be released,
taking us back to the deep in a simulation of the war in
the Altantic, this time from the German side. Unlike its
namesake, this one will have a multiplayer component
allowing for wolf pack tactics. But the better news is that
an interoperable sim will arrive later on, currently titled
"Destroyer Command."
And the modern component of SSI's Digital Combat Series may
ultimately shine more brightly still, competing head to
head with Janes Fleet Command for best of the genre
benders. Harpoon IV is destined to allow strategic control
of assets at the grand level while allowing players to get
into the action in the first person in vehicles like the
Soviet Flanker, at least the carrier version!
But of course, it won't stop there. Since Harpoon is
classically a naval battle game, we will likely see command
of certain Allied and Russia naval assets, and perhaps even
submarines. An Allied naval fighter is another likely bet,
probably the F-18 and if we're really lucky, maybe the
Tomcat or Sea Harrier also.
As with Fleet Command, we can look for click and drag
control over assets, and since this is a mid to late 1999
scenario, we will probably also have multiple monitor
support. Personally, I can envision my office running this
game across three monitors: a real time Theatre Command
view where I order a strike of a ground based position, a
real time view of the cat launches happening on my carrier,
and another view showing me the action (the gods eye cheat
view).
It doesn't take much imagination to suppose that LAN meets
would take on a whole new dimension in this kind of game!
Getting six or eight guys together might mean you only need
two or three system units, but six or eight monitors. And I
can also imagine some unique multiplayer scenarios and big
screen TVs for the Theatre Commander (see our July Editorial for
more detail).
Flanker 2 Cat Action
Communications, ATC and Wingmen Interaction/Control
iMagics' F22 broke new ground in July of 997 by offering
FOUR distinct communications modes, three of which may be
used in single player mode: UHF, IFDL, and Guard. UHF
provided options for direct communication on specific
frequencies with other allied players. This mode allows for
both scripted (voice?) and custom text messages to be sent,
though only the scripted messages are understood by
computerized units.
IFDL (In Flight Data Link) is a method for passing
targeting and detection information between players, so
that use of active sensors is minimized. Guard
communications is the broadcast of messages to all
friendlies, and is primarily an emergency comms channel.
DiD's F22: ADF and Total Air War allow a player to change
frequencies to listen in on other flights. The four comms
channels are more usable AND support more traffic. For a
run down on the comms see the second
edition of our preview series. Since comms are so
expansive in ADF and Total Air War and integrated with the
SmartView system a player can both observe the action of
the wild weasel flight out ahead of his strike force AND
hear the action also. In real life related flights would be
able to monitor these channels for the purpose of better
situational awareness.
Janes F15 likewise expanded the area of comms, allowing a
level of control of wingmen that surpassed everything to
date. In F15 the player can give orders to individual
wingmen, communicate with AWACS, ATC and FACs. But even
this structure will be surpassed in the winter of 1998-99
by the communications structure of Falcon 4. Falcon 4 is
set to offer the most detailed and realistic comms action
yet seen on the PC.
Falcon 4.0. Maverick action.
An external view of air to air action.
Communications in Falcon 4 is more diverse and flexible
than anything yet seen on the PC. This depth and
flexibility are necessary because of the immense amount of
variety in missions and the complete spontaneity of
interaction between units as determined by the needs of the
dynamic battlefield.
Voice itself is an area where there is room for growth. The
voice overlays in Hornet 3.0 are
outstanding, and personally I was quite happy with USNF in
this department. EF2000 was a bit too sterile, and the
voices all sounded the same. This actually hampered SA
since you really couldn't tell if it was YOURSELF who had
just called MAYDAY or the ESCORT flight you were supposed
to protect. Different voices for different sources help
immersion AND Situational Awareness.
In the Falcon 4 alpha, diversity in both chatter and tone
mirrors the real world exactly. Only Janes F15 has come
close. The variety of chatter from allied pilots, both in
tone and in subject matter, is amazing! And if you happen
to unwittingly take a shot at an allied target, you will
hear about it! To date Janes F15 has had the most detailed
wingmen command routines available. But there is still room
for improvement and we will see good things this winter in
Falcon 4. What will be the cutting edge? Flexibility is the
name of the game. Here is a partial list of the commands we
are likely to see:
Bracket left/right
Drag left/right
Break high/low, left/right
Engage My Target
Sort left/right
Form on my wing
Formation Type
Report stores
Report Fuel
Report Status
Perform Scan/direction/alt
Sanitize/direction
Cover me
Help
Return to base/Bug out
Abandon Mission
While such commands are not so critical for network play,
for a satisfying single player experience this kind of
tactical control is the meat and potatoes of simulated
life.
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, or to perform a DRAG manouver while
you get on the tail of the bandit. This greatly increases
the likelihood of a kill. In too many sims ordering wingmen
to engage two bandits has meant that three of our wingmen
are off and hunting leaving the flight LEAD on his own!
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.
In F4, as in F15, a player will communicate with other
members of his flight at different levels. Level one is a
wingman call, level two is a call to the element, level
three is a call to the group, and level four is a call to
the flight. The diversity of these commands mirrors the
real world.
F4 Campaign Map. Click for 800x600
Integration of the Ground War
Integration of the ground war means greater reality and
greater immersion; greater immersion means higher
replayability... ie. more fun! There are three implications
for sim design: platform, AI, and avionics and weapon and
defence systems. First, AI.
Microprose' Falcon 4 is the only nearly released simulation
that smoothly integrates an air and ground war in a single
dynamic campaign structure. Earlier in the life of Total
Air War the goal was the same, and Roger Godfrey commented
on "Smart Tanks:"
Roger G: ... a fully functioning ground war. The Tanks
fight each other on the battlefield, trains travel around
the desert (on train lines), trucks travel down the roads,
SAMS trundle around taking pot shots at enemy aircraft and
AAA snakes into the sky. This is great stuff for Close Air
Support missions. Of course the other aircraft will perform
CAS using SmartPilots as well so don't be surprised if you
see A10's smashing T-80's to bits or EF2000's performing
Wild Weasel.
Integration of the ground war means that interdiction of
supplies will now become a critical mission goal, and
supply routes will be busy with vehicular traffic. Not only
does this add to the immersion factor, it adds to the
realism since resource management and resupply are the
backbone of any military campaign.
The larger question is, as hardware power continues to
expand, where does this integration go? Most likely it
simply continues to expand. Future dynamic campaigns will
model not only the integration of air and ground wars, but
do it in larger worlds where more and more factories of a
vital economy are connected to the ability to continue to
prosecute the war. So, for example, not only will dams and
factories and supply convoys be potential targets, but
railway lines and roads, hydro lines and oil fields.
Next, avionics. Up to 1997 no one had seriously taken on
LANTIRN
simulation. However, this changed in 1997 with Janes
Longbow, followed by Longbow 2, F15 and then Team Apache.
Soon we'll see the HARM targetting system modeled in detail
in F4.
LANTIRN shot from iF16. Click for a larger image...
Team Apache. Click the image for a larger shot..
Modeling defence networks and ground strike weapons and
systems is another cutting edge. Janes F15 introduced a GCI
(ground control intercept) network which was vulnerable at
key points, and where information travelled along the
network so that one station was connected to another. This
meant being detected on ingress to the target would result
in a higher state of preparation of defences. Conversely,
taking out a key component of the GCI grid meant that you
had a higher chance of completing your mission. In future
campaigns this level of integration of systems will
continue to expand and improve.
But equally important, the modeling of weapons systems
themselves continues to improve. Not only are we seeing the
ballistics and physics improve, the simulation of
targetting systems is becoming more sophisticated, and
increasing realism is invested in failure rates, accuracy,
damage potential, counter measures etc.
Finally, choice of platform. In order to do justice to an
integral ground war the best platform choice is a strike
fighter like the F15 or the A10. Those of us who love the
mud-moving waited eagerly for Andy Hollis last project, and
now are hoping to see a solid A10 simulation. Rumor has it
that both Janes and iMagic are working in this area now.
But wait a minute! Why not blur the boundaries again and
put together an A10, armor and chopper sim in one neat
interoperable package? Thankfully, this seems to be the
direction for Microprose for early 1999 when M1 Tank Platoon
II, an awesome entry in the armor department this year,
meets Gunship III. No, there is no word of an A10 in this
picture yet, but who knows what we will see in the summer
of 1999?
Conclusions
Three areas which could have been included in this
discussion are ACMI, multiplayer features and mission
planners. The cutting edge is continually being improved in
all of these areas, and Flanker 2 and Falcon 4 look set to
achieve a whole new dimension in each, but particularly in
ACMI and multiplayer flexibility.
Personally, I think the cutting edge should also support
cutting edge hardware, like Forte's
VFX1, surround sound and multiple monitor support.
Force
feedback is a bit less important, though it becomes
more significant in the prop sims. And while the complexity
of sims these days might lead one to conclude that everyone
has to own Thrustmaster gear, the advent of programmable
units like Saitek's PC Dash and Quickshot's Masterpilot
means that anyone can expand their control abilities with
minimum effort.
I haven't discussed the graphical requirements of the
cutting edge. I have, however, made it clear in recent
previews that the state of the art is advancing as rapidly
in graphics as in any other single area of sim design. The
near maturity of 3d hardware is
enabling developers to reach for their dreams and I don't
think there is much point for discussion here.
I do want to note, however, that graphical effects and
physics modeling strongly overlap, so that light source
shading and shadows, explosions at night that illuminate
surrounding terrain (as in F15, Longbow II, Team Apache and
others) add to immersion and realism. WW2 Fighters
certainly rides the cutting edge in the graphical effects
department, but we'll see that bar continually raised in
the coming year. Wait until you crash in Fighter Squadron
and see your tire bouncing off across the landscape! ;-D
In the past some sim design companies have attempted to
push forward faster than hardware could keep pace. Remember
Origen's Strike Commander?" On the other hand, USNF when it
was released was a strain on my state of the art P90, but
when I arrived at a slightly overclocked 150 MHz a few
months later it was an incredible simulation. With the pace
of hardware advancement these days, kudos to Janes Combat
Simulations for releasing a sim like WW2 Fighters which
will grow with our hardware while being accessible to most
platforms at relatively high levels of detail even today.
But I want to take a poke at advanced flight models that
exist in a sterile world without wind effects. Kudos to
Rowan Software for giving us the whole enchilada in
Flying
Corps, with the exception of weather. Team Apache
advanced the cause and we will see many more advances in
this area in the coming year from Apache-Havoc,
MiG Alley,
Nations ,
Panzer Elite and others.
In conclusion, we've surveyed the scene with a view toward
the immediate future, and it's a great time for sim fans.
With third generation 3d hardware now on the shelves and
CPU and memory prices at record lows, I suspect that we
will all be spending our holidays protecting our air space,
ferreting out enemy subs, or ensuring that our M1s control
the battlefield. See you on the field of honor!