iF/A-18 Carrier Strike Fighter: Interview with Jim Harler and Review - Page 1/1
Created on 2005-01-21
Title: iF/A-18 Carrier Strike Fighter: Interview with Jim Harler and Review By: Thomas 'AV8R' Spann Date: 1998-09-14 1070 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Interactive Magic's second in-house sim debut, iF/A-18E
CSF, Carrier Strike Fighter, has been released. To help us
understand this undertaking, we have an exclusive interview
with IMagic's Lead Designer on this project, Jim Harler
(USMC Ret.) After the interview, we will take a first hand
look, and then focus on multiplayer game play.
The
Fighter Attack Hornet ready for launch. The best carrier
experience to date.
CSIM: Jim, I understand you come from a Naval aviation
background. Would you give us a brief bio so that we can
set the context from which you speak with authority?
IMAGIC: I flew the Grumman A6 Intruder for the US Marine
Corps for about 20 years. I was qualified as a NATOPS
(standardization) Instructor, Weapons and Tactics
Instructor, Instrument Instructor and Mission Commander.
Most of my time was served in East Coast squadrons out of
MCAS Cherry Point, NC with overseas tours to WestPac and a
couple of trips to the Mediterranean and accrued a little
less than 3000 flight hours. I've been a simmer for years
and know what I like in a sim. I've also done the actual
flying and so I know what it's like in the cockpit. I
think, and hope, that gives me a unique perspective when it
comes to designing a flight sim.
Lead designer Jim Harler at the helm, with Wild Bill.
CSIM: With that kind of background, can you comment on what
the biggest challenges you see with modeling real fighter
experiences into a boxed sim?
IMAGIC: Well, the challenge centers around providing
players with a sense of the excitement and difficulties
faced by military pilots while still making the simulation
FUN. People buy sims for the challenges but, at the same
time, it needs to be fun too. Combining these two aspects
into a single package that most people will enjoy is a real
challenge.
Photo realistic satellite accurate terrain, looks good at
high altitudes only.
CSIM: I find expectations are often the biggest enemy to
enjoying a flight sim. Most of us have not flown real
military aircraft, and thus are not always ready for the
realistic flight modeling like I see in Warbirds, Jane's
F15E, Su27 Flanker and now iF18 CSF. Would you go into more
detail on what went into this aspect of CSF?
IMAGIC: This is a very difficult issue to say the least. In
CSF we have two models, Relaxed and Realistic. The Relaxed
model exhibits most aerodynamic characteristics but
buffered to make it less 'work'. From the start, my thought
for the Realistic model was to get it as accurate as
possible not just so it would be a pleasure to fly but to
make the Carrier Operations as realistic as possible too.
To do this we went to the company that provides the Hornet
simulation software for the US Navy, Science Applications
International Corporation (SAIC) in Patuxent River, MD.
Working with them, the US Navy and Boeing-McDonnel Douglas
we were able to get a flight model that's the closest thing
to the real thing you can find.......that doesn't cost a
few million dollars. The models responses, data points and
characteristics match very closely that of the real
aircraft. This was a real challenge since the actual
aircraft is still undergoing testing at NAS Patuxent River,
MD and NAS China Lake, CA.
The Super Hornet's Integrated Test Team also allowed us to
visit Pax River where we were able to fly in the E model
simulator, question the Navy's lead test pilots and view
the aircraft both on the line, in the hangar and from
Flight Test Center while they were doing actual test
flights.
Avionics comparison of a real moving map and that given in
iF18 CSF (on right)
CSIM: There will probably never be THE definitive flight
sim that satisfies all, so what are the elements that you,
the lead designer, focuses on? For example, I look for
flight model, AI, avionics and multiplayer above all else
(including 3D eye candy).
IMAGIC: I think each designer focuses on what they feel is
needed in a sim within the context of their company's goals
and technology. At IMagic we have realistic flight
simulations as a goal. That gives me the freedom to focus
on broad areas that I think are important. Personally, I
put realistic flight models pretty high on my list. I
sometimes will fly CSF and other sims just for the joy of
flying and not the combat. I want variety in missions so
the sim doesn't become repetitive in a short time and
multiplayer certainly is a plus in that area. Not much more
variety than your best buddies trying to get on your six.
In the cockpit, I like to see a fairly high level of
realism in the avionics so there's something of a cerebral
satisfaction to completing a mission. Of course, with the
new hardware coming out now, graphics are gaining more and
more importance and rightfully so. A nice looking world and
environment adds to the immersion process. Above all I want
the sim to be fun. That means finding a balance among all
these areas that hopefully will satisfy most simmers out
there. Each sim reflects its designer's likes and
priorities and I guess that's to be expected. CSF's design
pretty accurately reflects mine.
Intelligently laid out GUIs add to immersion.
CSIM: The past iF sims have not been strong players over
internet, Warbirds being a whole different story of course.
Where does multiplayer fit into IMagic's plans?
IMAGIC: We're very much committed to online play of our
games. IMagic acquired ICI early on because we're
committed, long term, to the idea of online play. This is
large part of the future of gaming and we wanted to lead in
that regard. Warbirds is the best known of the online sims
now and we're working to keep it that way with constant
improvements and additions. We just released the initial
version of our WWI online sims, Dawn of Aces. I think it
will become the 'Warbirds' of WWI fans everywhere.
Our in-house sims will follow this and we're working to
bring up the quality of play in that aspect. CSF is our
second effort in that regard and while we've made
improvements, we still have goals that need to be met.
Putting a full-function realistic sim online is quite a bit
more difficult than simpler sims. Data transfer and
synchronization schemes are dramatically different when you
have a dynamic war taking place on the server and being
distributed to all players. We continue to work on this
everyday and commit the resources to make it work.
Scrollable virtual cockpit with active MFDs.
CSIM: Can you let us in on what is planned in CSF's update
release, and then what the next sims from IMAGIC In-house
will be?
IMAGIC: We're in the process of listening to our customers
so that we improve CSF with a timely update. I'm on the
USENET and several sim site boards daily helping folks out
and listening to their comments. My old NOMEX flight suits
come in handy some days. When we identify a problem we put
team members on it to find the solutions and then test the
solutions so we can we can get them to our customers. We're
still in the identification stage right now but, hopefully,
you'll be seeing something in the very near future.
As for the next sim from here at Magic Labs, I'm afraid my
tongue is locked on that one. Marketing would shoot me if I
let anything out too soon. I think you'll be hearing
something in the not too distant future though.
CSIM: Thank you Jim.
The CV-72 Abraham Lincoln from a final approach angle.
So what is the story with its game play and multiplayer
qualities? Is this just another "iF22" or is it different?
What's the SIT-REP? I'll try to address these questions
that we all have, but keep in mind that the developers that
produce WarBirds are a different cast of characters (and
have had over 10 years to work on one sim basically).
The IMagic Labs folks are a small development team that is
competing with giants like Jane's, SSI, GSC and DiD. CSF is
second of their in house projects. From that perspective, I
think you can see the leaps in simulation technology that
they must deal with.
Functional MFD and avionics almost at par with Jane's F15E.
First we will go into what I think is sub-par in CSF when
compared to its contemporaries from the sim vendors
aforementioned. CSF has chosen the path of photo realistic
satellite stereographic terrain as opposed to repeating
computer generated terrain maps. The good news is that the
terrain looks good above 10 K feet, but progressively worse
as you go down. Also good news is that it does look better
and run much faster than what we saw in iF22. What's bad is
that the low level flying that a fighter-bomber strike will
do a lot of, is not going to be fun in this sim.
GSC's Hornet Korea's repeating mapped world is much better
and sharper. Once again its that design trade off of
terrain accuracy at high altitude versus low level game
play. CSF looks very good at high altitudes, and GSC's HK
at low altitudes. Some day in the near future we will
probably get both. As far as aircraft graphics are
concerned, I think they are very similar with HK's planes
slightly better, but CSF's load out looking much sharper.
As for cockpit and avionics, CSF's excels here over HK,
with its functional avionics suite and active MFDs. The
exception of HK having a much better padlocking system with
MFD's super imposed onto the padlock view with the HUD
information. When it comes to dogfighting, HK is far better
equipped.
Lets move away from graphics now and look at the game play
aspects. The graphical user interfaces of CSF are very
attractive and add to the being immersion of being in a
squadron on an aircraft carrier. The other big investment
was in the fine tuning of the TALON campaign and mission
editors. One big advantage over HK and F15E is that you can
virtually never run out of missions to fly as opposed to
the others that have a few scripted missions, with their
mission editor as the only means to get new sorties to fly.
Another area of strength is CSF's flight model (FM). The
only jet sims that are as complex are Jane's F15E and SSI's
Su27 Flanker. You can choose the full FM or the relaxed
version, personally I only fly the full realistic FM's.
Click for 1024x768
AV8R and BUCKO flying in formation over TCP/IP internet:
very stable for 2 players.
Yanking and banking with no regard to energy management is
what separates the hard core from the novice flight simmer.
In fact, I'll go as far as to say ill take a good FM over
eye-candy every time. This either/or situation is also
diminishing as technology moves forward and our pocket
books grow smaller. FM judgment is a very hard argument to
make, which is why I had Jim Harler speak from experience.
But my opinion is that CSF lies somewhere between F15E and
HK in fidelity.
Finally, let's talk about multiplayer (MP) support. MP head
to head scenario provides an arena for dogfighting with
your friends. What it doesn't provide is a believable
aircraft carrier mission based battle setup. I have had 2
to 4 player MP sessions that connected fine (Noting that
using a fast computer - P200 and up, with a 3D accelerator
and with a fast internet connection are essentials to MP
success).
What was a dramatic improvement over iF22 was the ability
to find each other with radar and then form up. Look at the
picture with me and a human wingman, we were that close
with very little warp. A very stable 2 player session. When
I try formation flying this close in HK, there's lots of
warping which makes it impossible. On the other hand, I've
been involved in TCP/IP and IPX/Kali 4 player HK dogfights
that are no problem. In fact I'll say that HK is better
suited for MP and squadron dogfighting. CSF does have a
good damage modeling and even a spin recovery system like
the real Super Hornet.
So how does it all sum up? CSF has made a very strong
showing in the areas of: flight model, avionics, high
altitude terrain graphics, mission editor and campaign
generator, carrier takeoff and landings, and stable MP head
to head. If I already owned GSC's HK, buying CSF would be
hard to justify. Where CSF is topgun is that it sports the
best carrier cat launches and the finals to the carrier
with the full FM is a real challenge. If you think you're
really a hot stick, try doing it with the time acceleration
on. I think this gives you the real heart stopping
sensations.
Where does CSF fall short? Low level graphics, wingman and
enemy AI. Looking forward, we can expect the official patch
very soon and it will address many bugs (like your a/c
exploding 4 seconds after a successful carrier landing),
addition of COOP MP missions, and other things too. If
IMagic Labs continues the trend of improvement we've seen
with iF22 to iF18, the future looks bright for them. My
overall grading for this sim is split: as a solo sim 85%,
as a multiplayer sim 80%.