Title: Apache-Havoc: Razorback Interview By: Len 'Viking1' Hjalmarson Date: March 04, 1998 1110 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Razorback was founded
by former Digital Integration employees whose credits include Tornado, Apache
Longbow, and Hind. Yes, these guys have some solid simulation experience! In
fact, Tornado is still considered one of the best simulations ever made and
maintains a solid following.
Here
are new shots from their first project, helping to relieve the pain of
FN2s loss. Razorback’s first title is ‘Apache Havoc’, a combat flight
simulator featuring two adversary attack helicopters, the American
‘Apache Longbow’ and the Russian ‘Havoc’.
Razorback also intend to create a follow on sim titled ‘Comanche Hokum’
which features two scout/attack helicopters, the American ‘Comanche’
and Russian ‘Hokum’. Both titles will be fully interconnectable
creating an awesome combat helicopter package! Here is our interview.
Csim: Tell us a bit more about Razorback. What do the team bring to sim
design?
RZK: Razorback Studios was formed by myself, Matt Smith, Todd Gibbs and Dave Proctor. We are based near Oxford in the UK.
At
some time or other we have all worked for Digital Integration on their
titles 'F-16 Combat Pilot', 'Tornado', 'Apache Longbow' and 'Hind'.
With
the help of Empire Interactive, Razorback and the 'Apache Havoc'
project began in February 1997. The team has now expanded to 8 people
(4 programmers and 4 artists).
We
are a small but focused team. Everybody has an input into the design of
the simulation as opposed to one person dictating it. This means that
we are all driven to produce the best work that we can.
We
view Apache Havoc as a platform to build from. We started a year ago
with zero lines of code and no graphics. In a sense this helped because
we had no legacy code to hold us back and we were starting afresh with
DirectX. Apache Havoc has been designed as a multi-player game from the
ground up and this will be self evident in the finished product.
Attention
to detail is an important issue for us. For instance, we are determined
to bring a product to market which has the best looking cockpits to
date. Our Apache and Havoc cockpits have been painstakingly constructed
as 3D models (we even built a 3D pilot to sit in the cockpit so that we
knew the cockpits were ergonomically correct and so that we could
position the viewpoint exactly where the pilot’s head is). From the 3D
models (which have in excess of 100,000 polys each) we have rendered 30
different views per aircraft. With all the instruments backlit for two
different levels of night lighting that adds up to 180 rendered
cockpits.
Csim: Out of all the possibilities, why was Apache-Havoc chosen as the
first project?
RZK:
Firstly, we have a preference for helicopters as opposed to fast jets
so it was always going to be a helicopter sim. Secondly, we wanted to
create a real multi-player game and that meant that we needed two
adversary aircraft for competitive games.
The
given choice was 'Apache Havoc' and 'Comanche Hokum' as these pair
better with the Apache and Havoc being attack helicopters and the
Comanche and the Hokum being attack/scout helicopters.
We
went with Apache Havoc as the first project as at the time we had more
information available. However, we have now compiled enough data to go
ahead with the Comanche Hokum project.
The
great thing about pairing the Apache and the Havoc is that there is so
much contrast between them. For instance, the Apache has the glass
cockpit whilst the Havoc has more traditional analogue instrumentation.
In
Comanche Hokum we are actually simulating the two-seater Hokum, the
Ka-52 Hokum-B, sometimes referred to as the 'Alligator'. Again there is
plenty of contrast with the Comanche. In the Hokum the pilot and CPG
sit side-by-side as opposed to tandem so this should make the cockpit
graphics interesting having to include people! Also the Hokum has
ejector seats. The co-axial rotor blades are blown off and out come the
crew. Could be interesting if your flying in tight formation!
Csim: Screen shots look very, very good. Can you compare the graphics
engine of A-H to other sims we are seeing this year: DiDs Total Air
War, Janes Longbow, Falcon 4?
RZK:
Our graphics engine has been specifically designed for low-level
helicopter combat where ‘line of sight’ tactics are essential.
Therefore our terrain is smothered in dense forest canopy with roads,
rivers and lines of electricity pylons cutting through it. All of the
fields are encompassed by hedges and brick walls so ‘hedge hopping’ is
possible.
With
fast jet sims the action usual takes place at higher altitudes so the
priority is different. Recent fast jet sims I’ve seen use large
textures to cover the terrain which works fine unless you are flying
very low then you notice that the roads and rivers lay at an angle on
the terrain. In our system roads, rivers, etc. are ‘cut’ into the
terrain with terraced banks so that they lay flat.
Sense
of speed is another important issue. The ‘texel’ size needs to suit the
speed of the vehicle. The large texture map approach means that you
either have a blocky low level visual or you are forced to have small
maps.
Our
maps are 256km by 256km in size and currently use about 40Mb of data
per map so at least changing combat zone doesn’t involve going away and
making coffee!
Csim:
Apache-Havoc will model forests and trees. Tell us more about this, how
much tactical significance will this have in gameplay?
RZK:
As I’ve mentioned above, the dense forests make ‘line of sight’ tactics
a real part of the gameplay. The player will have to learn to use the
terrain for cover.
Also, there are hidden dangers in the forest ...
Csim: What resolutions will be available to the player?
RZK: Apache Havoc is fixed at 640x480x16 but we may include higher resolution graphics later.
Csim: Will we see light source shading, smoke and fog, dynamic lighting?
RZK:
All of the above. Our artists and the 3D engine programmers work hand
in hand to develop special effects. You won’t be disappointed.
Csim:
The modeling of wind and weather is a real growth area, probably
because of the horsepower required! Tell us about what is being done
for A-H.
RZK:
Weather effects are essential as they add to the atmosphere. Imagine
flying a difficult mission in fine weather and then flying the same
mission in poor lighting and adverse weather conditions...
We
have dynamic time of day and weather effects. This means that the
lighting and sky textures are constantly changing as opposed to just
changing the effect when the mission is completed, the curtains close
and the player goes into the menu screens.
In
our multi-player dynamic campaigns, you don’t have to wait for all the
other players to get back to base before the next mission starts so the
time of day and weather must be dynamic too.
In
fact, in our campaigns you are always active as a component in the
game. Just because you got back home safely doesn’t mean you get
sanctuary whilst you’re rearming and refueling. Oh no.
At
the last Paris Airshow myself and Matt were in an Apache. It was there
that we noticed the wiper blades are so prominent. That inspired us to
make the wipers fully functional in the sim.
We may introduce seasons into the sim. We’re still working in this.
Csim: We've seen some very, very good flight modeling this past
year with Janes Longbow and the design goals for MiG Alley look very ambitious. What can we expect to see in A-H?
RZK:
Our flight models use a full force model which exhibit all of the
required artifacts of helicopter flight. We know some Apache pilots who
are coming to give Apache Havoc a test flight soon so hopefully we
should be able to get things just right.
Csim:
Some sim design firms have forged ties with para military
organization like Janes and World Air Power. These ties provide a flow
of information that contributes to realism in design of flight models
and avionics. How have you acquired the info you need for accurate
design?
RZK:
Basically from researching the subject. Getting books, magazine
articles, videos, the Internet, speaking to the manufacturers
(amazingly we got some information from Mil at the last Paris Airshow).
We have amassed more than enough information to do the job.
I’m
not sure how much information that Janes and World Air Power give to
the other sim companies that they don’t already publish?
Incidentally, World Air Power is an excellent and affordable journal. Get Volume 29 for the 60 page article on the Apache.
Csim:
Systems modeling has likewise been a growth area for sim design. How
much detail will we see in avionics for the Havoc and Apache compared
to past sims like HIND and Janes Longbow?
RZK:
We will make the systems as authentic as we can. We also want to make
the game accessible to the novice player as well as challenging for the
accomplished pilot. So there may be some realism options.
Csim: Weapons and physics sort of fit together in sim design. Tell us
about the goals in this area.
RZK:
We’ve modeled the weapons systems so that they behave as you would
expect. The algorithms take account of weapon/target aspect etc. so
that if a weapon has to maneuver heavily it’s range is reduced.
We have a good intercept point algorithm so the guided missiles move quite convincingly.
Csim: What will we see for AI opponents in terms of aircraft and
helicopters?
RZK: Our current vehicle inventory includes 50+ models. There are 12 different helicopters and 8 aircraft.
All
of our models are built accurately and have many forms of articulation.
For example, on all the helicopters, the rotor blades start off drooped
and then straighten out as the rotor RPM increases and then become
motion blurred. It looks great especially on the helicopters that have
tandem or co-axial rotors.
Csim: Will AI opponents obey the same physics and human limitations as the virtual pilot must face?
RZK:
All AI vehicles move according to a force model so they have the same
physical limitations. AI pilots have parameters which affect their
performance.
Csim: How many AI team mates will we normally fly with? Will AI pilots
grow in skill over time?
RZK:
We're not sure about the number of team mates yet. AI pilots will
improve over time. You can accelerate this by flying as that pilot and
‘training’ him. I’m not sure if you can make him worse though!
Csim:
Comms and interaction with other assets has been a huge growth area
this year, with DiDs ADF and even Innerloops JSF breaking new ground.
How important is this element in A-H?
RZK:
Very important. After reading some accounts by combat helicopters
pilots I know how much communication goes on in real life. We really
want to capture the essence of that.
Csim: Will we interact with FACs?
RZK:
Should be comms with FACs. We’re planning for targets of opportunity to
be included so some missions may get diverted on route. The FAC will be
involved here.
Csim: Tell us about tasking/mission planning. In Janes Longbow we
could construct our own flight and choose from various missions. Is this the way the campaign works in A-H?
RZK:
Basically our whole AI system is task driven. For instance, if a base
requires resupply then a request is made and if a suitable vehicle is
available the task will be picked up and executed.
So
as tasks (or missions) become available the player may choose to accept
one or plan a task of his own. Route planning will also work in
multiplayer mode.
Csim: I understand that the campaign settings are not final. What are
the likely settings for the campaigns?
RZK:
We’re just sorting this out at the moment. I can’t give you any
locations as yet but we will have 4 combat zones two of which are land
based and two of which involve an amphibious assault. We really wanted
assault ships in the game and as it turns out the Russian Kiev is a
real center-piece object.
Csim: I understand that the campaigns will be fully dynamic. Tell us more about campaign AI and structure.
RZK:
As mentioned above the dynamic campaigns are task driven and should
never play the same twice. The underlying structure is that there is a
front line, predominantly a tank battle, behind that are the infantry
and support vehicles and behind that the artillery.
Advancing forces try and capture ‘key sites’. The player may get involved in the front line action or elsewhere.
Csim: Will there be a Theatre Commander mode of play where the player controls all assets in the field?
RZK: Not in the first release but this could be included in an upgrade.
Csim: How much control over other assets will we have. Will we be able to call in back up or artillery?
RZK:
The player can request artillery and air strikes. This will go through
the tasking system so you may have to wait a while until the task can
be executed.
Csim: Will resource management be a factor in the campaigns?
RZK: Yes, it’s an integral part of it.
Csim: How are downed pilots dealt with? Will we be able to perform
rescues or will we have to call in SAR?
RZK:
This idea has been around the loop a few times. Yes, it would be great
to create SAR tasks for downed pilots. Whether human players want to
hang around waiting to be picked up is another matter ...
Csim: I understand that troops will be modeled. What can we expect to
see, and in what way will ground troops be tactically significant?
RZK: There will be ground troop insertion and extraction missions and definitely ground troops with shoulder launched SAM.
Csim:
Some sim designers have been attempting to integrate other factors into
AI, like morale, fatigue etc. Will we see any of this in H-A?
RZK: Yes, the AI pilots will be affected by morale and fatigue.
Csim: Damage modeling is another growth area in sim design, moving from
probability models to actual ballistics and sub system modeling . What
will we see in Apache-Havoc in terms of damage resolution?
RZK:
There will be various forms of damage which can be incurred to the
airframe and avionics. I particularly want to implement undercarriage
damage so that the player is forced to make a difficult landing with
say one wheel blown off!
Csim: How sophisticated is the AI that goes into the ground war? What
tactical options will be available to a SAM unit. Will we see hide
and evade AI, for example?
RZK:
AI movement is controlled by a ‘route planner’. Basically if a vehicle
wants to go from A to B all of the possible routes are considered and
the best path is chosen. The factors which are assessed include whether
any bridges are impassable, line-of-sight exposure, radar coverage etc.
Csim:
What about multiplayer support? How many players will be able to
connect in one mission? Will there be a "capture the flag" option as
well as coop missions? Will we be able to fly coop in campaign mode?
RZK:
We’re not committing ourselves to a maximum number of players. We’re
leaving that open ended because we don’t want to limit the game for
players that have more bandwidth available.
Any
campaign can be flown co-operatively or competitively. People can join
at anytime as long as there is helicopter available. This is already
working in our system. Apache Havoc was designed from the ground up as
a multi-player game.
Csim:
When Janes Longbow added the CPG role it really added depth to the
gameplay, but multiplayer for both positions won't be in place until
Longbow 2. Will H-A allow the mplayer dual roles in one chopper?
RZK:
We have not included the CPG seats in this release. We opted to
concentrate our effort on the pilots cockpits. We have built hooks into
the program to make this facility available in an upgrade.
Csim:
Razorback have already stated their intention to release a second
simulation based on the Comanche and Hokum. Frankly, this is sounding
VERY cool. How long will we have to wait to see the second release?
What will Comanche/Hokum add to the fun?
RZK:
You will definitely see the second component within a year.
Comanche-Hokum will add two new helicopters to master and they are more
suited to attack/scout missions. C/H
will be interconectable with Apache Havoc and they will be able to
share combat zones. In multi-player games you can make ‘hunter-killer’
teams.
Csim: What is the direction for 3d support? Will we see proprietary
support for 3dfx as well as other chipsets?
RZK: We’ve gone for Direct3D support. This should make Apache Havoc compatible with most 3D accelerators.
There’s
seems little point in backtracking and producing a 3Dfx Glide version.
The D3D drivers seem are very optimized now. We have been working very
closely with the 3D chips manufactures and Apache Havoc already works
on most cards that we’ve tested it on.
Csim: Will there be any support for new hardware like force immersion,
virtual reality, multiple monitors, surround sound?
RZK:
We are looking at Apache Havoc as a platform to build from so if we
don’t support any particular hardware on the first release we have the
opportunity to do so at a later date. We really need some customer
feedback to know what is popular.
Csim: What do you expect will be the minimum system requirements?
RZK:
This is very difficult to speculate. I am currently developing on a
200MHz Pentium Pro machine and that is more than adequate. I use a
133MHz Pentium machine with an early 3Dfx card for testing multi-player
code with and that runs ok too.
We will probably have some options to vary visual quality and frame rate.