Title: Flanker 2.0: Interview with Nick Grey By: Len 'Viking1' Hjalmarson Date: 1998-02-04 1192 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Click for 640x480 shot of Kuznetsov
Su27 has a reputation as a military simulator that is unique in its
class. In short, its flight modelling has been second to none, and
weapons modelling and AI has been up there with the very best. Su 27
v.2 will surpass 1.5 in almost every area, but better still we will
soon be flying ohter aircraft in the same environment! In fact, Su27 2
is the basis for a digital battlefield including ground vehicles! In
this interview Nick Grey provides more background on the development of
2.0.
Csim: Lets start with some history. Who are "Eagle Dynamics?"
Nick: Eagle Dynamics is a limited liability company based in the UK with a Russian subsidiary.
Csim: How did Eagle get into a relationship with Mindscape/SSI?
.
Nick: We were introduced to Jim Mackonochie and have never looked back.
Csim: SU27 has been considered near the pinnacle in avionics, weapons and
flight modelling, and with 1.5 came up a notch in AI. Where does 2.0
take us?
Nick: Even further, the systems and avionics package will be updated and be even
more realistic than the previous versions.
Csim: There have also been great strides this past year in physics and
ballistics modelling, in sims like A10 Cuba and Janes Longbow and
others. What will we see in this department?
Nick: You'll see much improved aerodynamics and ballistics. The
modelling will be as accurate as available bandwidth will allow.
Obviously we are tied to current limits but with new innovations and
rising machine specs the targets we have set ourselves are close to
being achieved.
Csim: What level of detail will see in terms of damage modelling?
Nick: This is still in discussion but there will be damage modelling beyond v. 1.5.
Csim: Tell us about your graphics engine; the screen shots are amazing.
Nick: I can't go into as much detail as I would like or everyone
would know what we're up to. But suffice it to say that new
technologies have come with new ideas and
the last eighteen months have made this new engine the best out there.
We are moving huge amounts of data and with satellite image and
real-time processing of the world it will make a totally immersive
environment.
Csim: What can we expect in terms of resolution options and detail
options?
Nick:
640 X 480, 800 X 600 with full texturing and up to 1024x768 using the
gourad/flat shaded options for those with limited hardware or this kind
of preference. Color depths up to 24 bit if the user prefers.
Csim: Will we see light source shading? What about dynamic lighting?
Nick: Yes and yes. Both of these will be supported on 3d cards.
Csim: Frame rate is often a snag for the newest simulations. What can we
expect to see with all detail options on running on a P233 MMX with
3dfx, and what will be the recommended base system?
Nick: There will be substantial options and a tuning module which will make
sure that everyone gets the best from their system. Remember that the
bigger the better when you start using complex textures, models and
math.
Csim: Running under 3d hardware is a big step forward. What kind of
hardware will 2.0 support? Will there be proprietary support as
well as D3d support?
Nick:
We are still undecided but OpenGL will be at the forefront of the APIs
we support. Other options are still open to us and should we feel that
using our own technology to supplement the others packages is useful
then thats the way we will go.
Csim: Will AI pilots use the same flight model as the virtual pilot?
Nick:
Yes, bar certain simplification essential to the fluidity of the whole
program. Over loading the CPU with too much math is not desirable even
with today's machines.
Csim: Tll us more about the AI for the computer driven aircraft. Is the AI
identical to 1.5?
Nick:
No, much improved, increased integration cycles and smooter decision
model. You'll find that the enemy in 2.0 will react in a logical and
decisive manner. If you set the AI to the top difficulty then you'll
experience a very realistic fight, although they will also make
mistakes that you can take advantage of if you're watching!
Csim: Tell us about the command structure for a flight? How does it work?
And how does a pilot progress to command, or can we simply step into
the role?
Nick: Still in the works. Its unlikely that we will have a ranked progress system as do with most products.
Csim: If we can command a flight, will we also be able to plan the
mission structure?
Nick: Yes.
Csim: F16 FF has a great mission planner. What has been your model for
Su27 2? What kinds of features will we see?
Nick: We have aimed for both more powerful and more realistic
than F16FF. The editor will have the functionality of the previous one
and functions will also be greatly enhanced. Most of the ideas and
improvements have come from feedback from our customers and from the
Flanker mailing list. This info has been invaluable and many will be
happy to see that their ideas and comments have been heard.
Csim: What kind of AWACS interaction will we see? What kind of control
options will be possible from the Theatre Commander?
Nick: We are using a live command model. Details are under wraps for the moment.
Csim: Tell us about the dynamic campaign structure.
Nick: Sorry, this too is still secret.
Csim: Will resource management be a consideration in the campaign?
Nick: Yes.
Csim: What kind of briefings will the player get? What about debriefing?
Nick:
Detailed but simple. The briefings will supply enough information
to ascertain what occurred, when and to whom. We dont want to bog the
user down with unnecessary information. So although we have finalized
the details feedback from the beta team will assist in this area.
Csim: Integration of the ground war with the air war adds a lot of depth to
the newer simulations. What approach have you taken in this area?
Nick:
We are developing the platform for an integrated digital battlefield.
Things will be getting much more involved as tanks, helicopters and
ships come on line.
Csim: Will we see a wind model in the sim?
Nick: Clouds and wind both.
Csim: Can you tell us how padlock and views will be handled? Will we see a
virtual cockput as well as fixed views?
Nick: You'll see pretty much what we already have. But full cockpit head down track mode.
Csim: I understand that a MiG add on is already in the works. What can
you tell us about it?
Nick: Yes you will see dissimilar combat coming to this digital battlefield.
Csim: What new aircraft will we see in 2.0? Will we see the Su37? What about
the Su32?
Nick: No 37 or 32 but as you know carrier operations are included in 2.0 so the "K"
variant of the 27 will be available.
Csim: Su27 has been a top LAN sim. Tell us about multiplayer support.
How many pilots will be able to fly on each team at the same time?
Nick: Same as before ie. realtime engine with the users being able to
drop in and out of the fray when required. An improved interface will be there and it will significantly more stable.
Csim: Is SU27 2.0 breaking new ground? In what areas?
Nick: Both in graphics and weapons modelling.
Csim: Some companies have begun shipping their sims with spiral bound
manuals, a BIG improvement in my mind. Will we see this trend with
Mindscape/SSI also? Might we see a map included?
Nick: Yes, and yes!
Click for an 800x600 screen.. 55K
Csim: I've been a tester for a number of sims. Its an interesting experience! How important is the beta program for development?
Nick: We have found the beta team to be an invaluable asset. Our
testers are a very professional and committed bunch and we owe them a
lot. Thanks a million!
Csim: Will we see copies of SU 27 2 under the Christmas tree this year?