Title: Tactical Aero Squadron: Interview / Warning By: Len 'Viking1' Hjalmarson Date: 1997 1582 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
[Publisher's Note - 2005-02-01: Our first article on TAS, run in 1997, resulted in COMBATSIM.COM taking a lot of heat because we were unaware that Paul Hinds (if that was his real name), the producer of the TAS simulation, was already well known in the Air Warrior / WarBirds community as something of a scam artist who never had any of the creditials he claimed.
After we were alerted to Mr. Hinds suspicious past, we managed to get this interview (on this page) out of him where he very weakly denied all the allegations levied against him. Once this interview was published, it only raised the volume of the outrage from those who had past dealings with him and so we tried in earnest to contact Mr. Hinds via telephone. By then, however, he and his sim, had evaporated into the ether.
From that moment forward, we cast a very critical eye upon every new grassroots simulation and took the stance that we'd believe it when we saw working code and not before. This was too bad because there were plenty of grassroots projects, run by people with good and honest intentions (something Mr. Hinds obviously never had), and they would've benefitted had we been able to promote their fledging simulations more enthusiastically from the start. This article is reproduced here as a reminder to all that even in the world of combat simulations, there's always going to be those who would try to take advantage of us. Let's hope this remains an isolated case.]
An Interview with Paul Hinds of Pro Line Software on
Tactical Aero Squadron
Click the image for a larger shot..
Some months ago we were all aglow at news that Pro Line
Software was about to release Tactical Aero Squadron into
beta. Why aglow? The WWII prop sim market need a new
injection of realism and energy, and Pro Line and TAS
looked set to deliver.
First, the graphics engine that was producing the screen
shots kept us awake nights... Second, the level of avionics
realism looked to be an entirely new standard,
necessitating such niceties as prop pitch settings where
appropriate and fuel mixture settings.
Finally, the multi play aspect looked solid, and the
aircraft and geography modelled (Battle of Britain) needed
revisiting. Flight models were said to be state of the art,
and players could even letter their own aircraft. We are
all more than ready to start testing!
But then Paul Hinds developed something of a medical
condition, and there was confusion regarding his
association with the USAF. Recently Paul consented to this
interview.
Csim: Paul, maybe you could bring us up to speed with some
history. Where has TAS been the past few months and where
is it at now?
Paul: When I commited to my hiatus I put the development
team onto another aspect of the game (other then flight).
We had most of the graphics done, but had an execution
error that was driving the team crazy. As it turned out it
was pretty easy to track down, but I had the only source
code for the suspect module. It had not caused any errors
previously, but cropped up as newer modules were added.
This kept us from distributing the beta version, until I
tracked it down ( July 30 ). About this time I learned
about the dissolution of my business partnership. I was
disgusted, and nearly scrapped the whole thing, but soon
came to my senses.
Csim: How soon will a beta take to the virtual airwaves?
Paul: I have to iron things out with Pro-Line's home
office, and get the ground war going. The first thing you
will probably see is the ground war package (perhaps before
Christmas). I forced a ton of mods to the game, which is
slowing things down severely. That shouldn't be a big
surprise, though, as we have made no secret that this thing
is developed during freetime and by students, etc.
Csim: Can you explain the controversy surrounding your own
history and fill us in with the facts?
Paul: The controversy was in response to mis-quotes,
hearsay, and such. Facts? No comment. I'll let the sim do
my talking for me.
Csim: What are the ongoing challenges in the development of
this sim?
Paul: Getting 1000+ users into a single game, without bugs
is going to be a big accomplishment. Even that pales in
significance to creating several historically correct
cities in true 3D. Why I want to do that should be obvious.
Research is a big pain too. No one has good information on
exactly what fields looked like, what cities were like,
etc., so much of what we have is a "best guess" kind of
thing.
Csim: What were your design goals for TAS? Do you feel you
are meeting those goals?
Paul: MY design goals were to totally immerse a user into a
live action war, with a completely accurate aircraft base
(including ALL characteristics of specific aircraft). The
strategic ideas were tossed into the ring later. The
strategy thing though, will be difficult to implement with
fliers alone,...thus the ground stuff.
Csim: Will there be training missions in TAS? How are these
handled?
Paul: I designed an artificial "Ride Along Instructor" for
the AT-6 and Gloster Gladiator. You can go for rides with
them until you feel comfortable with the airplanes, and
then move into "Fighter Familiarization" which is a big
enough leap. Both areas allow you to watch the flight hands
off (with a pop-up control input window to watch your
instructors inputs). This will teach you the rudimentary
motions of flight, which is about all the war trainees
received. There are a few other options, like banner
targets, etc.
Csim: I understand there are some significant innovations
in the graphics engine for TAS, and judging from the
screens, I believe it! Can you tell us what they are?
Paul: I went to great lengths to improve upon aspects I,
naturally, can't discuss. If you like the screenshots you
may want to spend a few bucks on a great graphics card. I
can't comment on which cards work best, but I haven't seen
any real disasters. The normal S3 cards, SVGA, etc., will
dissappoint you, but you can fly the lower resolutions
until you're ready for change. The flight model does not
suffer from choice of board, but identifying planes,
well,... you get the idea.
If you've played games at 320x200x16colors you will like
the 320x200x256 version, but it can't touch the Glide
version at 640x480x32k colors.
I have to say, too, that without guys like D.J. DeLories,
and the creator of Allegro graphics library, none of this
would have ever happened. iD's release of previous code
really helped to spark my imagination as well.
Csim: What kind of 3d hardware support will be in place? Is
TAS a WIN95 product? What resolutions will the engine
support?
Paul: So far, OpenGL and Direct3D specifically. I really
like the GLide package. It's not difficult to comprehend. I
have a 3DFX card myself. I play at 640x480x32k with 8 bit
textures and get 30.2 fps with 500 drones in the air.
Unfortunately, I expect 60 users to cause a local frame
rate slowdown when in visual range of one another. This
will improve though.
The largest game I have kicked off had 32users on an ISDN
connection (no lag, or at least minimal). On that setup we
had a 400 Lancaster AI flight escorted by 32 user
Hurricanes engaging 132 german fighters under heavy flak.
My frame rate slowed to 19fps in the heat of battle. How
often that happens online is up to users. This was a
massive engagement that is really unprecedented at this
stage. Our code improves everyday too.
Csim: Physics modelling has achieved new dimensions in this
past year in A10 Cuba and in Janes Longbow. Tell us about
the physics modelling in TAS. What will we see in terms of
damage models, weapons models, wind models etc.
Paul: I modelled the complete effect of all forces onto an
airframe. I modelled the realistic energy of all
projectiles at all ranges. I modelled turbulence around
wing tips (vortices). All of this was easier to implement
than I originally thought. Much easier. In fact, I plan on
going back and tuning the turbulence to consider the entire
airframe, versus wingtips. I originally wanted to use this
as an anti-V-rocket effect, but close combat would benefit
from it as well.
Csim: How integral will the ground war be to TAS? How does
the AI pull the air war and ground war together?
Paul: Here's a real surprise for you. I plan on creating a
game that may well attract tens-of-thousands of users just
in the ground war! We may not need AI here at all, but I
have implemented it. I'm keeping most of this under wraps,
but you will see this aspect of my game before even the
flight sim. Once all of Europe has been modelled (cities
too), I will release a flight sim plug-in that will bring
it all together.
My first release will be a package code named "Out on
Bail." The scenario is that of a pilot who has bailed on
the east side of Amsterdam, who must make it to the west of
the city to escape (with help). The idea is to fit the part
of a downed pilot. This is, in my opinion, becoming one of
the best aspects of the game.
Csim: What aircraft are being modelled for TAS? Are there
others you would like to add?
Paul: If you can name a plane it will eventually make it
into the game. So far, I have Hampton, Halifax, Fairey
Battle, Gloster Gladiator, Spit I, Spit II, Hurricane II,
Mosquito, Lancaster, Buffalo, Hawk, P-40, C-47, ME109E3,
ME109E4, FW-A3, JU-52, JU-87, JU-88, ME-110, HE-111, Do-17,
and even the Dewoitine.
Csim: How detailed are the flight models for TAS? I
understand there may even have been new information
available in developing the models?
Paul: Not the models specifically, the new innovations are
in how I did the positional calculations, and how I tested
my data. The positional calc's involve the game engine
itself, which I won't go into. If, after the game is
released, someone has a doubt as to the accuracy of the
flight model, I welcome them to fly any like type and prove
the dispute. I know that no other sim is using the same
approach. Close perhaps, but no cigar.
Csim: Will there be resource management in the BoB?
Paul: The BoB is a dead release. The final flight sim will
start on day one of the war and move on from there. This
sim will include all of the world (now), but the Asian
conflict will be developed later. Is there resource
management? You bet! As research bears out my figures, we
will have a very realistic environment in which to engage
in conflict. I can't wait to see what curves users will
throw at us, or how accurately history is borne out.
I have removed the B-29 in Europe, and done away with the
A-bomb. It may return someday, but for now it's gone.
Csim: What happens when a player is "killed?"
Paul: Unless, a user bails from his plane before dying (in
a virtual sense of course), he will stay with his plane all
the way down. If it is trimmed for straight-and-level, well
he's free issue a "killme." There is a short period in
which the "dead" pilot cannot relaunch, he won't be able to
relaunch close to the fight he died in, and he will first
get to review his killers' stats.
Csim: Can you tell us about the general layout of the
campaign, structure of the squadrons, etc.
Paul: The German forces have got the Allies outnumbered
3:1, or worse. From day one the German forces are free to
move as they will, so asset acquisition could change all
that.
I have the squadrons set up as reconfigurable by users. I
won't be allowing more then 24 members to a squad, though.
Each base will have a limit of 32 sorties per hour.
Csim: Will TAS have an off line single player component?
Paul: Absolutely essential.
Csim: How much control will a wing leader have of his
flight in single player mode? Will there be radio comms?
Paul: There are a total of 64 issuable commands for drones,
or live humans. You can use default commands, or record
audible commands/responses of your own. Yes, radio comms
can be "live", or macro driven.
Csim: I recall a rumor about voice comms in multiplayer. Is
this in place?
Paul: Yes, voice comms have been in the game from the
beginning.
Csim: How will views be modelled? Will there be a virtual
cockpit?
Paul: You can select the standard keypad views, use smooth
scrolling (by coolie hat), or select a target and track via
virtual view. You can never exceed a normal pilots view
range, though.
Csim: I understand that radar will be modelled as the
campaign progresses historically. How will this affect game
play?
Paul: This is really a tool to help find a fight, more then
a tool of war. I implemented radar as it was used
historically, including the jamming tactics available to
both sides.
Csim: How will "the fog of war" come into play in TAS? Will
recon patrols affect mission planning?
Paul: Recon missions are essential to good planning. This
is a very important part of the game, and the boys at "PR"
will probably be considered among the elite. Those that can
do it well that is (ie survive).
Csim: What specific hardware will be supported? Will there
be support for force feedback? The Forte VFX1? Surround
sound?
Paul: So far FFX, and Surround Sound. I amusing them a
little differently than I have seen them used before.
Csim: What is the coolest feature in TAS?
Paul: I like the accuracy of the visual effects encountered
in flight. 3D cards really help to enhance this effect. The
effects of G forces on pilots comes across well, as does
the visual enhancement of altitude (something EVERY other
sim has missed). The completeness of cockpit details adds
to it all too. Users will probably like the ability to edit
the ENTIRE skin of their plane, but I hope they stick to
insignia and squadron markings only. I would hate to lock
out undesireable mods.
Csim: What sims do you play regularly yourself, and why?
Paul: Quake. Okay, maybe it's not a sim by your regular
definition, but there isn't a better "rush" out there. I
have an entire Gig dedicated to Quake.
I have been playing Fighter Duel for over a year now. It
is, hands down, the best replication of flight going.
Unfortunately, it doesn't have as large a following as I
would like. All of my friends are over on WB, which I
contend teaches bad habits. WB does have a significant
following and is a wise choice for learning (after
mastering AW), but...