This article will introduce a new column and Thomas "AV8R" Spann to
combat simulation fans. In real life Thomas is an engineer and online
vet with the uncanny ability to actually know how all this online stuff
works! This article will appear in full in our first print edition in
June.
What better way to kickoff the Combat-Sim Multiplayer Section
than to take time to
visit the evolution of military multiplayer flight simulation over the
past five years. This period spans the first major benchmark of this
genre, namely Spectrum Holobytes’s Falcon3, to the up-and-coming
future, Microprose’s Falcon4 and SSI’s Su27 Flanker V2.
This peroid also brackets the the time that I have been
deeply
involved into multiplayer simming - or "social simming" as I coin it.
There have been plenty of good sims over this period, but I will limit
the scope of discussion to the realm of multiplayer, i.e. Head 2 Head,
human vs. human aerial combat dog fighting - the heart and soul of
hard-core social simming.
Falcon3 Gold was, in its day, the epitome of the merging of
military flight simulation and the multiplayer mode. In the 1993 era,
local area networks (LANs) were the vehicle of choice for one vs. many
(human adversaries); Internet had not proliferated to the general
public as of yet. IPX protocol over a LAN was the networking technology
of the day, thus the genesis of the IPX multiplayer mode that still
exists today.
For the majority of those without the benefit of access to a
LAN, solo play or one vs. one modem to modem dialup mode were also
supported. At that time, 9600 and 14.4kbs modems were considered fast.
Processor technology was up to the Intel 386 family running at clock
speeds of 16 - 40 MHz. Most systems contained 8 - 16 MB of RAM and a 1x
CDROM. At the time, Microsoft DOS 5.0 was the operating system of
choice. I remember using memory manager programs like QEMM to free up
540kb of conventional memory.
Flight controllers where also in their infancy. My first controller was some cheap analog stick. Soon the Thrustmaster line came out with the FCS and its "coolie hat" view switch, thus the revolutionary ability for HOTAS and
view panning in the sim environment was born. Throttles like the WCS
and rudders like the RCS were soon to follow; these gave rise to the
home virtual cockpit and the use of the padlock view.
Click for larger shot.
What made Falcon3 the "King of the Skies" was its depth in
flight modelling, breadth in features, options, flyable planes, mission
editor, chat, ACMI,
documentation, and multiplayer support. Multiplayer ability gave rise
to competition ladders, the ingredient that crowned a classic military
flight sim by virtue of its wide acceptance and use.
It has been my experience that only the very best simulation
draw an almost fanatical following that leads to virtual squadrons,
user add-ons, shareware missions, and competition ladders. Mediocre and
lesser sims were decommissioned to coffee mug coasters - even if the
flight model and avionics were stellar (i.e. Back To Bagdad).
After Falcon3, a host of other military flight-sims arose,
but again, my focus is on those of notable multiplayer acclaim. Around
the 1994 to 1995 time frame, the Internet started to become the hot
ticket. "Surfing the web" and e-mail was the fad, thus enabling the "On
Line
Sim" environments to mature.
Warbirds and AirWarrior were
the best known examples, whereby simmers could choose from a wide range
of dog fighters with lovingly crafted flight models and cockpit
artwork. Voice chat and arenas were introduced, whereby hundreds of
human virtual pilots participated in multi-player; graphics were still
in the SVGA polygon world.
Air Warrior III Online
Warbirds 3d Online
In 1995, the next great sims to follow were Digital Image Designs EF2000 and Strategic Simulations Inc.’s Su27 Flanker.
Both of these classics are still widely flown today - another hallmark
of a topgun simulation: longevity. Unfortunately, both also required 5
or more patches to get them there, a painful trend that is still with
us today (LongBow2 being a rare and welcome
exception). By that time, Internet’s TCP/IP format had been accepted by
simulation vendors as a viable alternative to IPX that opened up
multiplayer modes to the Wide Area Networking (WANs) arena.
Suddenly the world presented itself as a virtual happy hunting
ground. I remember pondering [to my amazement] the concept of dog
fighting with a Japanese pilot in the convenience of my own home.
Before this, [since I did not have any IPX LANs available to me] my
multiplayer experience was limited to either modem-to-modem or paying
$2/hr online gaming in WB. IPX to TCP Internet translation gaming/chat
worlds of Kali and Kahn came to the rescue.
EF2000 and its successive releases became the next true "King
of the Skies", a term which DiD themselves coined to the best of my
knowledge. The graphics were first rate - no more simple polygons -
instead a brilliant pixelized world greeted the virtual pilot.
EF2000 by Digital Image Design.
What EF2000 gave us was a nice balance of: functional and
virtual cockpit, superb sound effects, adversary and cooperative
multiplayer over IPX/TCP and modem - a mixture of flying, music and
artistic graphics. I have found myself more immersed in the EF2000
world than in any other simulation.
Flying cooperative missions in EF2 was unparalleled with the
full avionics suite and its connection stability (2 – 6 players over
Internet). At the same time as EF2000 was jetting to stardom, a smaller
but even more fanatical following was centering on an East Block jet
fighter; the Su27 Flanker. While Flanker still lived in the SVGA
graphics era, enhancements in other areas were made such as rear-view
mirrors and [near warpless] multiplayer stability. We've come a long
way, baby!