Finally we have updated screen shots from Janes F15, which
by all reports is on track for near release. Good news for
mud moving fans! With the same attention to detail given to
Longbow 2 and 688(i), F15 will break new ground in a number
of areas, the most celebrated at present being the flight
model.
F15 will use point-and-click instrumentation and
user-definable multi purpose displays, calling to mind the
early efforts of Microprose with Fleet Defender and more
recent cockpits from iMagic. The cockpit is looking very,
very good as you can see from the shot above as well as the
one to the left. Click on the image at left for a high res
CombatSim exclusive (105K).
As you can see in this shot, the ground mapping radar mode
looks to set the same standard for excellence in modelling
as we saw in Longbow 2. Doubtless the IR modes will be
equally impressive! The larger shot will give you a good
sense of the environment modelling: terrain and clouds look
every bit as good as Longbow 2.
As we had heard, F15 will offer a virtual cockpit. This too
is looking good at at first glance reminded me of the
Hornet Korea virtual cockpit. Check out this virtual
cockpit shot, and click for a larger image:
Naturally, the back seat Weapons Officer position is fully
modelled. Although details are not available yet its likely
that the AP will include an enhanced virtual pilot mode so
that players who want to fly from the WSO position can
count on their virtual buddy to keep them out of harms way
and immersed in action. The shot below taken from the back
seat gives you a good sense of the effort typical of Janes.
Speaking of the WSO, the programmer doing the AI for F15
also did the AI for Microprose's classic Fleet Defender.
That sim was ahead of its time, and we have reason to
expect great things of F15. Might we eventually see a
Tomcat sim from Janes? Who knows? But we can dream....
To the eternal delight of many fans, Janes F15 WILL include
mid-air refueling. I understand that realism is a high
priority here also and that this part of the sim will keep
the hard core crowd smiling. Since Janes has always
included easy flight modelling options to ease the learning
curve, refueling will be a snap for those who don't have as
much time to invest in the sim.
As for immersion, F15 will also offer smart bomb camera
views and real-world F-15E squadrons. We haven't heard much
about this lately, but last fall there was talk about the
effort being placed into squadron modelling. The main goal
of this effort is to involve the player in a sense of real
drama. Players will be able to choose from 12 active actual
USAF F-15E squadrons. With consultants including pilots who
flew the F15 in Desert Storm, it should be intense!
Other elements to help with the sense of "being there"
include radio chatter. DiDs F22: ADF took this to a new
level in December, allowing us to listen in on the action
of other flights. In general this has been a welcome growth
area for sims and Janes is likely to keep us happy with the
chatter in F15.
Longbow 2 is probably at the top of the heap for accurate
simulation of a huge variety of weapons and platforms. F15
will do no less with more than 50 detailed weapons systems.
With all the resources of Janes at their finger tips Andy
Hollis and crew are determined to create a winning follow
up, and they have the ability to do it! Here is one of the
key opponents to NATO efforts in F15.
The setting is Desert Storm, and missions are based on
actual events and sorties flown in the Gulf War. Players
will also be able to jump into a hypothetical campaign set
over the mountains of Iran. The modelled world comprises
more than 3 million square miles of geographically accurate
terrain.
Multiplay will support the usual options in head to head
mode: TCP/IP, modem, network or direct serial connections.
The mission builder we will access is the same tool used by
the game designers to create F-15's campaigns and missions.
We'll be able to trade missions by email and Janes is
committed to adding new ones for download at their web
site.
As for flight modelling, F15 will venture where no pilot
has 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 have been incorporated directly
into F15E.
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. Every subtle effect will be 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!
Whats it like when you first spool up the engines? We
watched as the jet rolled down the runway and approached
takeoff speed. Excellent detail of the moving control
surfaces was evident on rotation. Pushing the throttle to
the stops, the afterburners lit after some engine lag,
first igniting on one engine and then the other. It may
only be a small detail, but it looked and felt very
true-to-life. This attention to detail is what shows the
attitude of the F-15 team.
Mission Builder
The features of the mission builder fall roughly into four
categories: Utility, Placement, Function and Mission text.
Utilities are the builder features. They are tools to aid
in the development (such as new mission, load mission, save
mission) but will not appear in the mission. NOTE: This is
only a brief summary of the various selections available in
the 'utilities' category of the Mission builder. Some
functions may include additional 'sub-functions' when
appropriate.
New Mission - Create new mission template
Open Mission - Open a previously saved mission template
Save Mission - Save changes to the mission template
Goal Info - Show list of mission goals
Ground Object Info - Create text that appears whenever
the designer wants a list of ground objects
Aircraft Info - Show list of aircraft placed in the
mission
Moving Vehicle Info - Show list of the moving vehicles
placed in the mission
Waypoint Info - Show list of waypoints placed in the
mission
JSTAR Info - Show information on any JSTAR's in the
mission
TACAN Info - Shows list of TACANs placed in the mission
Builder Options - Set up custom settings for the
Mission Builder itself
Distance Between Two Points - Gives the distance (in
nautical miles)
Placement features allow the designer to put objects into
the mission. Nearly every object that appears in the game
is available to include in user created missions. Placement
is straighforward and can be done with a high degree of
realism (such as objects that have nothing to do with the
mission) or with no more consideration than the objects
necessary to complete the mission. NOTE: This is only a
brief summary of the various selections available in the
'Placement' category of the Mission builder. Some functions
may include additional 'sub-functions' when appropriate.
Add/Remove Aircraft - Place/remove aircraft on the map
Add/Remove Moving Vehicle - Place/remove moving
vehicles on the map
Add/Remove Ground Object - Place/remove ground objects
on the map
Add/Remove Waypoint - Place/remove waypoints on the map
Goal/Delete Goal - Define/remove a mission goal
Area Goal/Delete Area Goal - Define/remove an area goal
Function features is a powerful tool within the mission
builder that provides the action in the game. It is
essentially a script programming tool where the designer
designates what the situation is, how objects interact and
what and when actions will occur. Like the Placement, the
Function category can be more or less realistic depending
on the aspirations of the designer. NOTE: This is only a
brief summary of the various selections available in the
'Function' category of the Mission builder. Some functions
may include additional 'sub-functions' when appropriate.
Edit Aircraft - Provide details for the aircraft,
including options
Edit waypoint - Provide details for the waypoint,
including actions
JSTAR - Define what targets will be 'called out' to the
player
Delete JSTAR - Remove a target from the game's list of
'called out' targets
Bullseye - Set a secret reference point that the player
and his allies will use to 'code' locations
Delete Bullseye - Remove the secret reference point
Alternate Path - Simulate an emergency sub-mission that
occurs during flight
Environment - Choose the weather, time of day, etc for
the mission
Filter - Select what is visible on the mission map to
the player during the mission briefing
GCI Link - View the current GCI links in the mission
Delete GCI Link - Delete portions of the GCI links that
have been created for the mission
Groups - Simulate random Aircraft appearances in
mission
TACAN/Delete TACAN - Place/remove 'homing beacons' that
feed location information to the player
FAC/Delete FAC - Place/remove a Forward Air Controller
on the map that can tell the player precisely where targets
are
ROE - Sets the rules of engagement for the mission
Event - Set up actions that will occur whenever certain
conditions are met
Debrief - Create the mission summary text that the
player receives after the mission
An extremely powerful component within the function
category is the Events 'manager'. Events are the heart of
the Mission builder. Designing Events into a mission makes
things move, makes things happen at the right time, makes
things react to what the player does. When a player gets
the feeling of 'reality', it is the result of careful event
design.
There are four different categories of Events: Time Event,
Area Event, Goal State Event, Object Event. Because the
designer can link multiple Events (set flags dependant on
other flags, have multiple conditions, etc.) this feature
enables a well crafted mission to provide mission
replayablility. The interactivity of Events can quickly
become a complex network of actions and reactions so the
designer should expect setting up Events to take time,
forethought and practice.
Mission text give the intended player instructions
(briefing, etc) and feedback on the mission. Any text the
player sees is defined by the designer. Similar to the
Function feature, the text can vary what text is shown
according to whether crertain goals were accomplished
during the mission. These variations, anticipated by the
designer, serve to lend authenticity to the mission.
More information on the real F15 is available here:
F15.