With the
advent of 3rd generation 3d hardware and the introduction of
force feedback technology, 1997 will be THE year of the
flight simulation. Combat Simulations breaks onto the scene
just in time to provide detailed coverage of this assault
wave.
1997 will see ground breaking simulations from virtually
every major company in the business: Janes, DiD,
Spectrum-Holobyte, Interactive Magic, Digital Integration,
Eidos International, Novalogic and others. Just how awesome
will it be, you ask? Confirmed Kill is late
and won't appear until 1998, but Red
Baron II will arrive in October or November, and
Flying Nightmares
II should take flight close to Christmas. Somewhere
around June we may see DI's iF16, and iMF22 Raptor should
also hit the clouds in June. F22: ADF will ship
in the fall, MAYBE with Falcon 4. Somewhere in
all this Sabre Ace (Eagle Interactive) will appear, as well
as Fighter
Duel 2.
But thats not all! Interactive Magic will enter an F18
Hornet simulation, and GSC will unleash FA18 Korea, an
updated and 3d hardware version of their simulation.
Eidos
International will enter the Apache wars with a new
slant on that arena: Team
Apache. Parsoft will follow up their excellent A10 Cuba into the PC
arena with a WWII sim: Fighter Squadron:
Screamin Demons Over Europe. Sierra will not only
remake their classic Red Baron, but release a WWII sim
based on the same engine, Aces: X-Fighters.
Rowan will follow suit with one of the two Korean war
simulations this year: MiG Alley, based on the
Flying Corps engine. Other simulations will find new life:
SU27 version 1.5 will have all new
gourad shaded and tex mapped terrain and objects, and PAW
will be reborn in European Air War. Here
is a screen shot from Red Baron II..
The Dynamic Campaign
The sims of 1997 will take the dynamic campaign a step
beyond anything seen to date. Perhaps Digital Image
Design's WARGEN engine has been the best example yet in a
modern simulation, but they are set to far surpass their
first attempt with WARGEN II in TFX3: F22. Similarly,
Interactive Magic is making giant strides in this
department, and Spectrum Holobyte, the company that really
pioneered the dynamic environment in flight simulations, is
not likely to be left in the dust. Falcon 4.0 should have
an excellent campaign engine.
If you have not yet flown in a dynamic simulation, then you
simply have not experienced a realistic tactical
environment. Although there are military flight simulations
that approach the complexity and involvement without true
dynamism, like Janes AH64D Longbow, accept no substitute!
When you are striving for mastery of the air, land, or sea
in a virtual battlefield, you get a sense of involvement
and achieve a "suspension of disbelief" that cannot be had
in any other way. If you have been an EF2000 pilot or have flown in Warbirds or
Air Warrior, then you know what I mean.
In EF2000, there is ALWAYS something happening around you.
Allied flights are heading out, you sometimes run across an
F117 flying low, and when you get near the Russian
airbases, fighters scramble to intercept you. In EF2000
using Browse Plane or in TactCom using Smartview, you
really get a sense of the dynamism of the environment. It
aids both suspension of disbelief as well as situational
awareness, and impacts real-time tactical decision making.
A screen shot from the G+ version of Tactcom...
The major weakness in version 1 of WARGEN was that it did
not integrate ground action. WARGEN made use of SAMs and
AAA to be sure, but limitations could be seen in EWR
modelling, damage and reconstruction modelling, and there
really is no ground war to mention. Look for improvements
in all these areas in version II.
One seeming disadvantage of dynamic campaign engines is
that the player does not always make much of an impact on
the progress of the campaign. After all, you are only one
pilot. This is realistic, but bothersome to some. DiD's
solution was to give you a choice: in TactCom when you
generate a new campaign you must choose whether or not your
efforts will directly impact the campaign. If you choose
YES then your efforts are rated on a percentage scale, and
if you do well the entire allied effort receives a boost
relative to your performance. If you fail your mission, you
will find the Russians sweeping south like locusts to
honey!
1997 will see more sophisticated AI taking more and more
factors into account. Supply lines and communication and
early warning systems will be more realistically modelled,
along with more detailed avionics in general. Damage
modelling and repair times will similarly improve.
Political factors will have greater weight, and taking out
allied aircraft will have potentially disastrous
consequences. Look to see the influence of early warning
systems and airborne warning systems increased, and the use
of coordinated attacks and data linking increased.
Detail AND Frame Rate
Click the image for a larger shot..
Until now simulation designers have had to choose between
detail and decent frame rates. 1997 is the year of
liberation! 3d
hardware acceleration will give us terrain detail,
object detail, flight models AND frame rates unlike
anything seen to date. Until recently, decent frame rates
in high end sims seemed like a far off wonderland fantasy
in itself. I have had the joy of testing the Graphics Plus
patch for TactCom on my Orchid Righteous 3d, and I have
seen the future!
Briefly put, the world has changed forever! Fluidity in
flight, especially in a realistically detailed world, is an
experience in itself. Knife fights become goose-pimple
experiences, and one can almost feel the pressure wave when
merging with a mach 1.5 opponent. It is simply awesome. And
no more slowdowns when multiple missiles and multiple
bandits must be modelled. Ain't life grand!?
Object detail in 1996 hit new highs, and I still love the
objects and environments of EF2000 and Janes Longbow. But
we haven't seen anything yet! In 1997 we will see bushes
and trees, powerlines and incredible detail in buildings
and similar stationary objects. Even better, the dynamism
of ground objects will improve, often with their own AI
systems coming into action when you enter their
environment. Check out this screen shot from Comanche 3:
In 1997, we will see detail we have only dreamed of. Not
only this, we will see the improvements integrated with
light source shading, realistic smoke and clouds, and even
weather models! THIS year we get the kitchen sink!!
Interactive Magics F22 Raptor will ship on 3d CDs, the
first flight sim to require this kind of capacity. True,
Janes
Longbow had two CDs, but this was due to the video
library and online reference.
The New Interface
A long time ago in a galaxy far, far away, someone dreamt
up an innovation called "the virtual cockpit." The first
people to REALLY take advantage of the idea live and work
in Warrington, Cheshire at Digital Image Design.
imf22 ASF..Click the image for a larger shot...
But three years ago Microprose released F14 Fleet Defender.
Aside from some of the most advanced avionics at the time,
the player could move between the pilot and Wizzo's
position, and the MFDs had clickable switches. (F14 is
still a fun sim, and in multi-player mode is a real blast!)
There was no virtual cockpit, but Microprose took a step in
the right direction with an interactive cockpit, allowing
the player to keep his eyes on the screen rather than
having to refer to a distracting keyboard.
The virtual cockpit is a natural outgrowth of this,
allowing not only interactivity and freedom from the
demands of the keyboard, thus also contributing to
suspension of disbelief, but also allowing the player to
pan or padlock from the perspective of the pilot in his
seat. When well implemented, as in EF2000 and the coming
sims of 1997, its a wonderful advancement. Til now, of
course, the CPU demands of such a feature were almost
overwhelming. With 3d hardware, this will no longer be the
case.
In fact, in 1997 in sims such as iF22 Raptor, the virtual
cockpit will take another leap forward. For the first time
in a PC simulation, ALL control functions of the MFDs will
be possible using the control buttons surrounding each
unit. As in the real world F22, MFDs will be in full color,
allowing for quick comprehension of target data and easy
discrimination between target types.
There are certain control sets which are a natural for use
with the virtual cockpit. The integration of the mouse
cursor control on the Thrustmaster
TQS lends itself very nicely to panning around a
cockpit or other control screens, as does the cursor on the
Saitek HOTAS. One need no longer
reach for the mouse, and the HOTAS concept
achieves a new dimension. You simply do not have to take
your hands off the stick. The price tag for this
functionality may still be a barrier to a few. But who
knows? Maybe CH
have plans they aren't telling. And with SUNCOM about to make an entry into this
field, competition is rapidly increasing.
The new interface will not be limited to cockpits, because
with multi-monitor/different image support built into its
developer release of the next Windows operating system,
(code: Memphis) Microsoft has taken a step to move gamers
toward a new experience. Where Back to Baghdad took us one
step in this direction through the addition of a mono card
and monitor, this option will now be available in hardware
and with no loss of frame rate. In other words, with the
work taken away from the developers, this feature will
become more common.
Result? We will be able to simultaneously view the radar
display IN COLOR and SVGA resolution on one monitor while
maintaining our interactive virtual cockpit on the main
monitor OR television screen. The new chipsets, such as the
ViRGE/GX2, will allow one display to be a television.
Imagine your virtual cockpit display has now become 31
inches! You gotta love it!
Mission Planners
The planning screen from TactCom..
Another leap forward in 1997 will come in the form of
sophisticated tactical planning abilities. With provision
for advanced intelligence and coordination of ground and
air forces using high speed encrypted data linking, the
player will have maximum strategic intelligence at his
finger tips. It only follows that in order to take maximum
advantage of this information, he must have maximum
flexibility in his tactical response. Ergo, along come some
incredible new mission planners!
DI's F16FF, DiD's TFX3: F22, Eidos International's Flying
Nightmares II: Commandant, iMagics F22 Raptor and SH Falcon
4.0 will all boast a new generation of mission planners,
allowing a flexibility that til now has been limited to
simulations like Tornado. Other updates like Mindscapes
SU27 1.5 will also see vastly enhanced planning systems.
Virtual military pilots have been asking for features like
ability to coordinate strike flights and wild weasel
missions, allowing for different routes to target and
different TOT, ability to communicate with different
flights en route, ability to vary levels of control for
strike packages (tight, moderate, or loose) to take
advantage of targets of opportunity or maintain tight
stealth parameters, ability to vary speed and alt en route,
ability to vector refuelers and supply aircraft when and
where needed, etc etc. These features and more will be
found in the tactical planners of 1997. Add to these
overall command of the battlefield as in TFX3 and FN2:
Commandant, and you have the makings of simulations with
unprecedented depth and control. Simaholics beware!
Falcon 4.0 and FN2: Commandant will emphasize multi-player,
even in the tactical dimension. All players in a mission
can assist with the mission planning (or one player can be
designated to do it all). Any changes will be updated on
the mission planner as they occur. The planning system
allows additional flights of aircraft to be requested for a
package in case there aren't enough slots for everyone who
wants to fly. (This is subject to available resources, of
course, and any added aircraft won't be out performing
other missions.) With the chat mechanism, the flight crews
can discuss the mission and the plans until everything is
just right or it's time to take off.
Comms and Control
But 3d hardware will birth MORE than merely fantastic
graphics and nice objects. The offloading of the CPU will
bring us close to nirvana, with more comprehensive comms
and control schemes, and even the beginnings of integration
of command at the strategic level. The beauty of offloading
the CPU is about to be reflected in far more detailed
computer AI, and this detail will include multiple levels.
For example, just as EF2000 modelled multiple levels of AI,
in TFX3 pilots will even have their own style, and most
likely will learn with experience.
This year, EF2000 meets Command and Conquer. More
comprehensive communications will mean that pilots will
enter a new dimension in situational awareness, while also
adding greater depth to the simulation. Comanche 3, for
example, will feature a full 15 meg of voice messages and
chatter!
The high end simulations coming this year will feature
separate and distinct comms modes. Look for greatly
expanded comms in TFX3, Falcon 4.0 and iF22 Raptor. In iF22
for example, there will be UHF, IFDL, Guard and the
standard Chat mode. Each of these modes aim at serving a
particular purpose during single player and multi-player
action.
UHF provides options for direct communication on specific
frequencies with other allied players. This mode will allow
for both scripted (voice?) and custom text messages to be
sent, though only the scripted messages will be understood
by computerized units. In DiD's coming release, one will be
able to tune to another frequency to monitor the progress
of other allied units. The dynamism and fluidity of the
virtual battlefield will suddenly take on new dimensions of
reality.
IFDL (In Flight Data Link) is a method for passing
targeting and detection information between players, so
that use of active sensors is minimized. This is another
expansion of tactical efficiency and depth as well as
situational awareness. And of course, in an aircraft
designed for stealth, it becomes a necessary mode of
operation.
Guard communications is the broadcast of messages to all
friendlies, and is primarily an emergency comms channel.
Chat mode, as in other simulations, simply means the
ability to pass messages back and forth between players in
the sim.
One area of special interest to me is wingman control. When
you fly networked, its not much of a consideration. But
when you fly alone, or via modem, flexibility is a must!
Simulations released this year will address some of the
command limitations of releases to date. Expect to see
greatly expanded wingman interaction, and new flexibility
in comms and command routines. We will most likely see
something like the command routines of F3 and USNF married together, with more voice
feedback, and greater control tied together. For example,
when you order a given wingman to strike a target of
opportunity in the dynamic environment, he will not only
acknowledge your order, he will also tell you when he's
completed the task. Neither of these options existed in
TFX2, but we will see them in TFX3.
Flight Models and Avionics
A screen shot from Aces: X-Fighters
Be prepared for some of the most advanced avionics and
flight models yet seen. Back to Baghdad took us where no
man had flown before, but Falcon 4.0, iF22 and TFX3 will
take us into the next century! These sims will feature more
radar modes, more customization possibilities, more
controls, more, more, more! This is another area where the
impact of 3d hardware will be greatly felt. Advanced flight
models are notorious for eating CPU cycles, but with those
considerations held to a minimum, the sky is the limit!
Tactical Aero Squadron by Pro-Line Software is a case in
point. Paul Hinds stated goal was that if it worked that
way in real life, it'll work that way in the virtual sky.
What Flying Corps has done for WWI flight models, TAS could
do for WWII. Unfortunately, since no one has actually seen
any code for this sim, we'll have to regard it as vaporware
for now. Perhaps Confirmed Kill will be the prop sim of the
year, though it looks like they will have stiff competition
from Dynamix Aces: X Fighters
as well as Activision (Fighter Squadron: Screamin Demons).
As for avionics, Interactive Magic, Spectrum-Holobyte and
Digital Image Design intend to take us to the skies in
1997. With Wild Bill Stealey at the helm, the avionics
modelling in iF22 should be spectacular, giving the pilot
plenty of tactical options and plenty to do. Similarly, DiD
have shown us what they can do with EF2000 TactCom.
F22:ADF,
set to hit the tarmac roughly this fall, should be stiff
competition in the realism in avionics department. With the
ability to act as tactical commander in an airborne
station, the TAW component may have the advantage for depth
of gameplay.
Sierra/Dynamix' Aces: X-Fighters will include a module to
allow players to design their own aircraft, using the
experimental technology and airframes of the time. This
should be a fun addition, especially given the same flight
physics and multi-player modes. Rumor has it that Sabre Ace
may utilize a similar player design option.
Integration of Strategic Command and Multi-Player
Perhaps best of all, the integration of the tactical and
simulation environment will allow multi-player scenarios
that we have only dreamed of. In both Flying Nightmares:
Commandant and TFX3 the player will have the ability to
command at the strategic level.
In TFX3 this will mean that the player can sit in the
airborn AWACS command center for an overview of the entire
virtual battlefield. The player will have the ability to
control placement of refuelers, strike aircraft, escort and
wild weasel missions, or to send in reinforcements when
needed, warn of changing tactical situations, etc. From
this perspective, the player will be able to jump into an
individual aircraft and fly the mission he has just ordered
or vectored. I believe that in network mode one or two
players can occupy the AWACS while others fly the ordered
missions.
Flying Nightmares: Commandant is being designed as a
multi-player strategy game, where two players act as
overall tactical commander, controlling and interacting
with a variety of ground and air units, with up to 14 other
players flying aircraft. The major difference between TFX3
and FN2: Commandant is that FN2 is essentially a team
warfare simulation. Each team has one designated Team
Commander responsible for the placement and direction of
"Non-Player" units, and the overall conduct of the battle.
Other units that may be controlled by the team Commander
include infantry, artillery, SAM sites, tanks, APCs, Recon
and Special Forces units, E2-C AWACS, etc...
Screen shots from FN2...
The Team Commandant can issue orders to "airborne" Players
with simple mouse clicks, or verbose text messages. Player
pilots waiting for a mission assignment can also watch the
progress of the battle and communicate with the Team
Commander to add their tactical assessment. A variety of
game parameters can be agreed upon, including numbers and
types of units involved, weather conditions, difficulty,
and winning conditions.
The other "Pilot Players" take part in the battle primarily
from the cockpits of their assigned aircraft, watching the
units the Team Commandants control maneuver and fight from
a first-person perspective.
FN2: Commandant divides teams up into Blue
(Green-camoflaged units) and Red (Brown-camoflaged units.)
From the Ready Room, each Team Commandant views a real-time
overhead map of the battlefield, seeing the engagement
unfold as each unit detects and engages the enemy forces.
The Radio dialog box shows color-coded messages from the
"Non-Player" units, as well as communication from the
"Pilot Players" currently flying aircraft. Every unit can
be selected and assigned destinations, targets, or
dispositions with a few simple mouse clicks.
Other Players not currently flying aircraft can also view
the battle from the Ready Room, scanning the battlefield
for targets and helping the Team Commandant keep the
situation under control.
The Team Approach
Finally, Bryan Walker at Eidos International, determined to
make an impression with the release of three, (YES, THREE)
military sims this year, is not only taking on a
substantial integration of the strategic multi-player
simulation environment, (thats, SMPSEN for those in the
know...), but is breaking new ground in the AI and
suspension of disbelief arena by attempting to include that
subtle effect found in many role playing simulations, often
called "morale." Of course, in the military arena, this has
a different shade of meaning. Here's what Mr. Walker has to
say about "Team Apache."
"In playing dozens of flight simulators through the years,
I've always wondered why nobody ever properly reproduced
the combat experience. Every game claims "this realism" and
"that graphics," but they've all failed to do justice to
the men and machines who face both their fears and the
enemy in battle. I think the major reason is that the
designers of these games, having never experienced it, have
no idea how to reproduce the combat experience.
· Form the unit you want to take into battle. Choose
the men you want, then juggle the seat assignments for the
optimum crew cohesion. Your best pilots might not get
along, so be prepared to change their assignments.
· Design the formations and tactics you want to use,
or call upon dozens of real-life Standard Operating
Procedures included in the game. Practice in the Training
Area often, because the enemy won't give you a second
chance.
· The unique Artificial Personalities of your pilots
respond to your leadership and events on the battlefield.
Lead well, and they'll perform like heroes. Treat them like
robots, and you'll never command a unit again!
· The crewchiefs are hard chargers, but they're only
human. Work them too hard and your aircraft can suffer
breakdowns at the worst possible moments.
· Assert your command authority. Argue with Ops! Stand
your ground when your men are exhausted, but don't push
it... You can be replaced!"
Summary
Shot from iF16. Click for larger images...
What more can I say? If you aren't excited by these
prospects, check to see if your heart is still ticking...
Add to these considerations the acceptance of a
force-feedback standard and improvements in virtual
headsets, not to mention the release of MMX technology and
the coming new crop of Pentium IIs and AMDs new K6. The
real challenge, in the end, may not be actually surviving
in these new and complex simulations, but finding enough
time to pursue such advanced hobbies while still
maintaining the relationships that anchor us all in the
REAL world....