Last year ago we spoke with James Baker, the Project Manager
for DIs coming simulation, Super Hornet. As a follow up to
F16 its a natural, and will be competing directly with
iMagics coming iF18E Carrier Strike Fighter.
A few months later we spoke to Rod Swift, Managing Director
for Digital Integration, and we added new
information to the previous interview with James Baker. The
substance of that information indicated that Super Hornet
was more in the lineage of Tornado than any other
simulation to date. Good news!
Furthermore, Super Hornet will include a fully dynamic
campaign system as well as a tactical dimension far beyond
F16. (Images in this article include stills from the
multimedia introduction as well as older screens from the
sim. Please note that Super Hornet has acquired an entirely
new graphics engine since this interview.)
CSIM: Why was the F/A 18 chosen as the platform for DIs
follow up to f16 FF?
James: The F/A 18 E is a superb plane, with full air to air
and ground attack capability, and with the added bonus of
being a Navy Plane, allowing us to simulate aircraft
carrier landings and takeoff, as well as fleet actions.
Click for larger image.
CSIM: What are the design goals for Super Hornet?
James: To create a high quality flight sim, with the full
cockpit implementation, but also concentrating on
simulating carrier deck operations, as the game will
simulate deck crew operations (with over 15 different types
of hand signals) as well as the Fresnel Light Landing
System and talkdown.
CSIM: Can you give us an overview of SH, comparing it to
other Hornet sims like GSCs Hornet: Korea?
James: Super Hornet has many of the advanced features of
Hornet Korea, but many areas which we feel will be an
improvement on Hornet Korea. These include:
Super Hornet based on the E model, Korea is based on
older C model
Super Hornet utilises Direct3D, while Korea runs only
on 3Dfx. Korea's software optimised version has just flat
shaded terrain.
Korea has 1 warzone and a training area while Super
Hornet has three warzones and a training area.
Super Hornet quickstart starts in the air, with a
target rich environment and unlimited weapons while F/A-18
Korea instant action still requires the plane to take off
and full mastery of the controls
Super Hornet has a wider range of weapons, including
the more modern weapon types like JDAM, SLAM and JSOW.
Korea has limited articulation of the F18 while Super
Hornet F18 model will have full articulation of landing
gear, speed brake, flaps and afterburner nozzle. Also
include the ALE-50 towed decoy.
Super Hornet terrain is more detailed, with towns,
villages, bridges, industrial facilities included. River
& road placement modelled from satellite data.
Korea has 28 missions and a mission editor, while Super
Hornet has a built in mission generator giving unlimited
missions, as well as 6 mini campaigns and three full
dynamic campaigns. Super Hornet missions also include
peripheral action, so that in a normal mission there will
be over 60 allied and enemy aircraft in the battle area,
and over 200 ground vehicles, SAM and AA.
Korea has carrier landings and take off on a bare
carrier deck, Super Hornet simulates full carrier deck
activity, with other planes on deck, taking off and
landing, naval crew directing planes on deck and manning
the catapults. The Landing Signal Officer is more detailed
in Super Hornet
Korea is severely limited in the number of real time
models in game, while Super Hornet has a more complete
range of aircraft and ships.
Click for larger image.
MM Intro. Click for larger image.
Korea and Super Hornet have equally detailed avionics,
but Super Hornet has mouse support, giving a more handson
approach to using the DDI's and other cockpit
instrumentation.
Korea has limited terrain types, while each warzone in
Super Hornet has various terrain types including desert,
scrub, forest, snow, rock and tundra. Super Hornet
explosions are more detailed.
Korea network is limited to 4 users in a special
network war zone, Super Hornet has the option of up to 16
in head to head, and 4 as cooperative missions in any of
the three warzones.
CSIM: Have there been actual military people involved in
the production?
James: Yes, and we also use military pilots in testing to
increase the accuracy of our flight model.
CSIM: In what areas will SH break new ground?
James: New visuals with dynamic lighting, full deck
operations, Mission Generator and a Command/Dynamic
Campaign capability.
CSIM: I understand radar modelling has received great
attention. How many modes will we have?
James: The following air to air modes are being modelled:
Range While Search
Velocity Search
Track While Scan
ACM mode including Wide acquisition, Vertical
acquisition and Boresight
Single Target Track
Auto Acquisition Mode
Non-Coperative Target Recognition
Air to Ground:
Real Beam Ground Map
Sea Surface Search
Ground Moving Target
Doppler Beam Sharpened - sector
Doppler Beam Sharpened - patch
A/G ranging
Terrain Avoidance
Click for larger image.
CSIM: How will you make this sophisticated simulation
accessible to the novice? Are there training missions? If
so, how are they laid out?
James: We have the Quickstarts, also a facility to auto
design training missions giving an unlimited number. Also
the preferences have a facility to select a less complex
avionics suite.
CSIM: How much of the manual will be devoted to ACM?
James: D.I. believes in simulating the excitement of ACM
within its sims, so a large section of the manual will
concentrate on this.
CSIM: Lets talk about the AI. Will AI pilots use the same
flight model as the virtual player? Will they have
realistic loadouts and weight restrictions?
James: No, they don't use the same flight model. And yes,
they will have realistic loadout and weight restrictions.
CSIM: Will AI pilots skill increase over time? Will loss of
sight and g force limits be modelled for AI pilots?
James: Pilot skills are variable for the AI models. Loss of
sight and g force limits are partially modelled.
CSIM: Mid air refueling has come a long way this past year
and looks to be reaching another level in F4. Wil Super
Hornet take this on?
James: Unfortunately, no. CSIM: What kind of enemies will
we see? Is the DI team aiming to include the latest Soviet
aircraft like the Su 37? Tell us about other allied
aircraft. What else will we see in the theatre? Will we be
flying escort for B1s? B2s?
James: A full gamut of allied and enemy weapon systems will
be modelled, which will vary according to warzone selected.
Enemy:
CSIM: Tell us about weapons systems. Will we see the JDAM
and LOCAAS in SH? Will the Russians use the latest missiles
like the Vympel?
James: The latest weapons systems will be modelled,
including SLAM, JDAM, JSOW and ALE-50 towed decoys.
MM Intro. Click for larger image.
CSIM: Interaction and flight control were limited to one
wingman in F16. How many wingmen will we see in a flight in
SH?
James: Super Hornet will allow up to seven wingmen in your
flight, and you will have control of four squadrons of
eight aircraft.
CSIM: Tactical control in Janes F15 has pushed the envelope
beyond anything yet seen on the PC. How much control will a
flight leader have over his wingmen in SH?
James: Levels of control are beyond F16 but not as detailed
as Janes recent release. For example, we don't allow
control of individual wingmen.
CSIM: Tell us about the command structure for a flight? How
does it work? Will it be hot keyed or menu driven or both?
James: Both. The actual command structure has yet to be
finalized.
CSIM: Will we be changing radio channels to communicate
with ATC, FAC, AWACS etc?
James: Yes, we have modelled air traffic control, forward
air controllers and the AWACS interaction. Obviously, with
more traffic in our simulation than in others seen out
there to date we have to provide more control interaction
via radio. Flight vectoring from AWACS is also a necessity.
CSIM: Net play puts special demands on comms systems. How
will comms innet play be handled?
James: Our network comms will be Direct Play compatible
CSIM: Sims like A10 Cuba and the coming FS:SDOE from
Parsoft have taken physics modelling to new dimensions.
What will we see in SH in this respect? Will each part of
the aircraft be modelled separately?
James: All of our sims model different parts of the
aircraft, but all weapon systems take account of gravity,
wind speed and other factors of a physical world. The
physics model should keep pilots happy.
MM Intro. Click for larger image.
CSIM: Janes has pushed the boundaries by modelling objects
and weapons in terms of physics and realism. Will we see
moving turrets, rotating antennae, etc?
James: Yes. Our object modelling has kept pace with other
work out there, and you will see fine attention to detail
in these areas also.
CSIM: Damage modelling has been another big growth area as
CPU power has increased. What kind of damage modelling will
we see in SH? Will damage in one system affect another?
James: Yes, a full damage system has been modelled.
Different parts of the airframe can take damage, as well as
engines and avionics. The damage system will be as detailed
as F16 or more detailed.
CSIM: Tell us about the graphics engine. Is this the same
engine used in F16 FF?
James: No, this is a different engine. We have light
sourced shading and dynamic coloured lighting, and we will
support Voodoo boards. We are planning full D3d
implementation, but no proprietary support is planned.
Maximum resolution planned at the moment is 640x480.
USNavy Photo.
CSIM: Frame rate is often a snag for the newest
simulations, but with Voodoo 2 and other new 3d
technologies in the offing SH is touching down at a good
time. What will be the recommended system?
James: The machine spec is a P166 or higher with 32Mb or
more memory, 40Mb of free hard disc space, PCI SVGA
graphics card with 2Mb or more memory, 8x CD-ROM, Mouse,
sound card. Recommended: 3DFX 3D graphics accelerator,
Joystick.
CSIM: Will we see a wind model in the sim? Turbulence?
James: Both wind and turbulence. These factors contribute
to immersion in surprising ways, especially for those who
have actually flown = )
CSIM: What about weather? Will we see multiple cloud
layers?
James: Multiple weather effects will be implemented. The
cloud system is a single layer.
CSIM: Other than suspension of disbelief and dynamics the
area that keeps virtual pilots coming back for more is
identifying with the pilots they fly. How will Super Hornet
seek to involve the player personally? Will there be
detailed pilot records? Will our wingmen get promotions?
James: We have built in a detailed pilot log, with
promotions and medals. In addition, mission success and
kills are recorded.
RAF Photo CSIM: How many campaigns will be included and where
are they set?
James: We have three war zone areas and a training area,
each having a dynamic campaign. There are also 3 mini
campaigns and unlimited single missions. The individual
warzones are:
Barents Sea, against a new communist Russia, with Russian
Naval forces including a CV, and their Naval Bomber force
including Badger, Bear and Backfire bombers.
Indian Ocean, against India, with its Harrier Carriers, and
Mirage 2000 interceptors.
Persian Gulf, against a re-armed Iraq looking for revenge.
Cockpit Shot
CSIM: Tell us about the campaign system. How is it
structured?
James: The campaign system will consist of a full dynamic
AI command game, where the player control the missions of
up to 32 F/A-18's from a carrier. Also 3 mini campaigns per
warzone where the player just controls his own plane.
CSIM: If we can command a flight, will we also be able to
plan the mission structure? How much will the player have
input into tasking, mission planning in single player mode?
James: The player is able to fully plan each mission, by
selecting targets & flight route.
Rod: In fact mission planning and strategic decisions can
be approached from a variety of levels. Level one is the
easy level: you can automate all the decisions and then
simply fly the mission and command your own flight. Level
two allows you to automate some of the tasks but make the
decisions you want to make: target, route, waypoint details
etc. Level three will allow you to completely plan the
missions for yourself and the other three squadrons.
CSIM: In the latter case, how do we make an intelligent
decision as to appropriate targets, waypoints etc.
Rod: We have designed an interface that will present you
with the target list and strategic values for each target.
You will then be able to assess an appropriate tactical
direction based on the ebb and flow of the campaign.
CSIM: Integration of the ground war with the air war adds a
lot of depth to the newer simulations, giving the player a
greater variety of missions and adding tactical depth. What
approach have you taken in this area?
Rod: In the campaign and single missions the ground war
will be raging as you fly your mission. You will be tasked
for appropriate ground targets according to strategic
assessment. You will also have the option, as mentioned, of
making your own assessment of priority based on information
presented to you.
CSIM: We've heard that the realism goals for physics are
very high. And with wind and weather also modeled, how
difficult will carrier landing be at high levels of
realism?
James: Carrier operation will be highly detailed, and
landing on the carrier will be as difficult as real life,
especially at night. But the Automatic Carrier Landing mode
has been implemented for those who find it too much of a
challenge.
Carrier Ops
Carrier operations are beyond anything yet modeled on the
PC. The game will simulate deck crew operations (with over
15 different types of hand signals) as well as the Fresnel
Light Landing System and talkdown. While this presents a
unique challenge to the player, it also becomes a necessity
when landing on a pitching deck in a storm!
While on deck you will see crewmen moving aircraft about,
and you will be guided to the cat by the appropriate
personnel. And you won't be alone in the virtual world,
other flights and aircraft will also be active.
CSIM: We've seen some advances this past year in mission
planners with the planner in Longbow 2, and an incredible
mission builder in Janes F15. WIll we see a planner or
builder in SH? What kinds of features will it have?
James: The game will have a full mission planner, allowing
the player to create or change any detail of the flight.
CSIM: Will resource management be a consideration in the
campaign?
James: Yes, you will have to assess both the type of weapon
needed for a particular engagement as well as your
inventory. If you use too many long range missiles you may
find yourself short on them when needed.
CSIM: What will we see for debriefs in the campaign? Will
we have records of who hit what with what weapon, weapon
kill stats?
James: A full breakdown is given for the player only,
including weapons used and what you hit.
CSIM: Can you tell us how padlock and views will be
handled? Will we see a virtual cockpit as well as fixed
views?
James: The game has a full Padlock view as well as various
fixed views. We have a virtual cockpit. Our own 'HEADLOCK'
view has been developed in response to 'wish lists' for
real pilots who enjoy flight sims.
Headlock View
The headlock system in DIs F16 is excellent. I have seen at
least one complaint on the net, but I don't think that the
pilot understood how to control the system. The view is
activated with key "6" and simulates the pilot's head
tracking a target as long as the target remains in the
physical field of view.
F16 FF Headlock View
When you activate the head-lock view on your current
target, a number of things will happen:
The cockpit will, usually, lower slightly and start to
'float' gently as your view becomes centralised on, and
then slaved to, the target.
A secondary aiming reticle will be superimposed over
the target showing its distance from your F-16, together
with an aspect carat indicating your relative headings as
described in the Air-to-Air HUD modes in Chapter 5 of your
manual.
A data box will be placed at the top of your view at
such times when your complete Head Up Display comes close
to moving off-screen. The data box comprises the following
symbology: (File 'readmef5.gif' shows a snapshot of the
head-lock view)
A large, outer 'Range of movement' box, representing
the sphere of view around the F-16 through which the pilots
may physically move their heads.
A small, inner 'Field of view' box, representing your
current direction of view within the pilot's range of
movement.
A pointer and vertical scale at the right of the Range
Of Movement box indicating the current pitch of your
aircraft.
A horizon reference line at the center of the Range Of
Movement box indicating the current roll of your aircraft.
Airspeed and radar altitude readings at the top of the
Range Of Movement box.
The identity of the currently *viewed* (not necessarily
the currently *designated* target) above the centre of the
Range Of Movement box.
As your head turns to track the target, the Field Of View
box will move appropriately within the Range Of Movement
box. Movement range is approximately ninety degrees upwards
and thirty down, and 135 degrees left and right. If the
target moves out of the pilot's range of movement, view
returns to standard in-cockpit view until such time as the
target re-enters the pilot's range of movement. This could
drive some people nuts but is a fairly good simulation of
reality.
The headlock acts as a toggle between normal "look ahead"
view and "target track" view. If you activate the headlock
then switch to an external view, later pressing F5 (cockpit
view) will put you back into the head-locked target track.
Head-locking slaves the view to the currently designated
target but is otherwise unconnected to the target
designation systems. Once locked, the view will slave to
the target UNTIL the view is deactivated with a second
press of key 6, or until you choose to view another
available target. When the target leaves the range of
movement, view returns to normal in-cockpit viewing but the
target is remembered. If it re-enters the pilot's range of
movement, the viewpoint will swing around and re-acquire
the target.
While in head locked view the pilot may cycle through
viewable targets with the hash (#) key. Available targets
are those within 3 miles of your F-16. If the current
target is destroyed, the next available target is selected
automatically. So far I have found the system well designed
and user-friendly. I'll try to get a screen shot up today
or tomorrow...
CSIM: How many players do you expect to support via TCP/IP
at full 33.6 connect rate? What about LAN? Will campaign
play be fully accessible in both these modes?
James: Network support will include up to 16 players head
to head and 4 on cooperative missions.