Title: Jane's AH-64D Longbow II: Review / Interview By: Len 'Viking1' Hjalmarson Date: 1997-09-05 816 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Click the image for a larger shot...
On January 16th 1991, four US ARMY AH-64A helicopters
went into Iraq to take out key early warning radar sites,
to pave the way for the coalition airstrikes to come. This
marked the end of Operation Desert Shield and the beginning
of Operation Desert Storm. In 1989, AH-64A helicopters took
out APCs in Panama in what was the beginning of Operation
Just Cause. As a US Army promotional film dictates, Apache
"rules the night."
With Longbow and then the fantastic Flash Point expansion set, Janes Combat
Simulations made sim history in 1996. But multiplayer
options seemed in question; at least, in our minds!
Meanwhile, we were wondering why Janes didn't see fit to
take advantage of 3d hardware. The rumor mill set to work
and from Andy Hollis' comments in the flight sim newsgroup
we had reason to believe something was in the works, but
WHAT was it?
In case you missed the Flash Point review back when the
add-on was released, the enhancements were simply
astounding. The CP/G position was added, along with the
option of a full screen FLIR display in white-hot or
black-hot mode and other new avionics. Sound effects were
enhanced for every object in the battlefield, including new
background sounds and radio chatter. New wingman commands
were added which GREATLY expanded flexibility and control.
Damage modelling was expanded, and terrain detail in the
Korean campaign was far improved over the others. These
things alone were worth the price of the upgrade.
Longbow 2 at night...
Threat intelligence was likewise enhanced, and objects were
given simple mission goals: move from here to there, attack
these units, etc. In fact, the increased dynamism in the
sim was quite amazing. Objects destroyed in one mission
remained dead in the next, and one felt like one had
entered a dynamic campaign environment (see my interview
with Andy
Hollis for info on this "semi-dynamic" approach...) The
usual attention to detail among Hollis and crowd was full
blown with the Flash Point add-on, and one could tell that
this was a sim-lovers piece of work. Longbow Gold brought these all together
under WIN95. But what about multiplayer and 3d hardware?
Longbow 2!!
A mini virtual battlefield product is in the works, with
Black Hawks
and Kiowa Warriors to team up with.
Those escort missions will become considerably more
interesting when the transports are flown by real pilots.
Course, you may want to fly em yourself and let your team
mates fly the gunships. Or, team up with a friend in one
chopper. The network features built into WIN95 offer some
interesting possibilities.
In the shot above you can already get a strong sense of
what is coming. Not only are smoke effects handled by 3dfx
in hardware, add wind and turbulence to the picture and the
increased graphical detail and you have an astounding
environment. The dynamic lighting will add even more to
realism (see shots below..)
In Longbow II for each helicopter you can play as either
the pilot, the co-pilot/gunner, or handle both positions
yourself (and yes, we know the Black Hawk doesn't have a
CP/G — the second position on that bird is a door
gunner). The differing functions of these three helicopter
types allows realistic portrayal of a greater range of
mission types than could be done with just the
heavily-armed Longbow.
The game supports multiplayer action via LAN, modem, TCP-IP
(Internet) or direct cable connection. Each mode will
support at least four and some as many as eight players
(depending on connection type). Players can take either
pilot or CP/G seats, so eight players can fly four aircraft
(four 2-man crews), eight separate aircraft or anything in
between.
But thats not all! Janes and crew plan to give us TWO
complete dynamic campaigns! The first campaign is a war
scenario set in Iran and Azerbaijan. It's a politically and
strategically realistic conflict in the tradition of the
original Longbow and Flashpoint: Korea, but in a fully
dynamic environment. There'll be lots of chances to earn
promotions and decorations, plus a wider range of mission
objectives than before.
The second campaign is a simulation of a full-scale war
game set at the National Training Center at Ft. Irwin,
California. It's great practice, and it's especially fun in
multiplayer, because it allows multiple pilots to test
their skills against each other in a realistic,
force-on-force dynamic campaign setting.
Longbow 2: Notice the lighting effects. Click for 60 K
image.
The dynamic campaign depends on a new structure of AI, with
a real time air and ground war functioning around the
players, creating an unpredictability and randomness based
on standard air and ground doctrine that is truly
immersive. Not only does this add to depth of play and
suspension of disbelief, it will also greatly enhance
replayability. Here is a direct quote from Janes on the new
campaign:
"We've designed a dynamic campaign that we think really
lives up to the name. It's not a bunch of static, canned
missions, nor is it a dressed-up random mission generator.
This is a campaign where each mission you fly affects the
course of the whole campaign. If you miss a target in one
mission, it may very well be right back shooting at you in
the next mission, or three missions down the line. The
lines of battle will shift and both sides will wax and wane
in strength in a realistic fashion, keyed to your success
and failure.
Not only will your flying skills affect the whole
campaign, but you'll also be presented with multiple
missions and potential objectives at each stage of the
war. You'll have to allocate your forces wisely, and pick
the right situations for your personal attention, if you
want to win the war. Reconnaissance will play an
important role, because the more you observe, the better
you'll understand the battle situation. Furthermore,
whether or not you spot a threat while scouting could
determine whether or not it shows up as an objective
later."
Here are Andy's other comments from our previous interview:
Csim: On the first release of Longbow it was pretty much a
canned approach, but it moved into a semi-dynamic system
with Flash Point and gained a very immersive feeling. What
prompted you to make the switch for LB 2?
Andy: We became enamored with the US Army's program titled
Force 21, wherein they are developing the equipment and
tactics necessary to win on the digital battlefield of
tomorrow. The Longbow is the centerpiece of this new
technology effort in which all information is shared
electronically between combat helicopters of all types,
ground forces, and the command center. This became our
paradigm for the ultimate multi-player experience, the
force-on-force wargame campaign set at NTC. Teams of
players work together over the course of many missions to
beat the opposing team. They fly in either position of a
variety of helicopters (Longbow gunships, Kiowa Warrior
scouts, and Blackhawk troop transports), working together
to find and destroy the enemy, and then defend against the
enemy doing the same to them. Overall campaign strategy is
just as important as in-mission tactics. Its the ultimate
electronic battlefield.
Csim: How challenging is the AI going into the campaign
system for LB2 and what has this meant for the development
team? In what ways will the dynamic campaign differ from
the semi-dynamic one of the first Longbow?
Andy: The fundamental real-time AI is not much different
than the original game. Much of the groundwork needed was
happening in Flash Point Korea, but people just had no
knowledge of it unless they looked real hard. Outside the
mission though, we used to have only resource management
and a persistent world for objects and this is where the
work for LB2 has come. In-between missions, a whole scheme
for evaluating mission results, building up target lists,
building appropriate missions, doing resupply, and moving
the forces had to be built. Also, coming up with good ways
to present this to the player and allow for appropriate
levels of control that are additive without being
overwhelming.
If you read the above carefully, you'll see that hidden in
there is information on a new dimension to Longbow 2:
strategy. This will come partly in the form of an all new
mission planner. We're trying to get more info on the
planner and we'll post it when its available.
As for 3d
hardware acceleration, initially ONLY 3dfx, but
possibly later other prominent chipsets and D3d. With 3dfx
we will have barely imagined detail levels AT THE SAME TIME
as we have fluid frame rates! Yikes, this is teeth jarring
stuff! Look for four times the terrain detail and EIGHT
times the object detail in Longbow 2. Janes will give us
virtual cockpits with dynamic reflections and real-time
light source shading. Explosions that create flame will
also create light that will illumine the immediate area in
the darkness.
As you can see from the new screens, the effects will add
greatly to realism and tension. Firing a Hellfire at night
at close range will be equivalent to waving a large
flashing lamp that says "SHOOT ME!" Smoke, fog and even
DUST effects will also be realistic. As we all know from
Comanche 3, its more than just pretty, it adds to the
feeling of immersion and to situational awareness. After
all, we are flying stealthy and NOE, right?
Will there be trees? "Well … we're working on it. We
know you want trees, and we've had some early successes
that make us cautiously optimistic. As with the original
sim, however, we'll only have trees if we can do them
right. We won't settle for green eye-candy, we want a real,
tactically useful treeline."
In Longbow 2 we will have the ability to command up to
eight helicopters, two real-time (me and wingie), and six
more through mission planning. Time to bone up on the
tactical training! The command structure is being enhanced
for Longbow 2 to accommodate these improvements.
Look for new sounds and stereo and doppler effects in
Longbow 2 also. You will be able to tell where gunfire is
coming from by its orientation to your chopper.
I know, I know.... how much will it cost? What will be the
upgrade path? It sounds like there is no plan for an
upgrade discount. Rather, Janes is regarding this more like
the Wing I --> Wing II, C&C --> Red Alert path.
Longbow 2 is essentially a new simulation. Its likely that
3dfx support will be added to the original Longbow.