Title: B-17 Flying Fortress II: Interview Update By: Len 'Viking1' Hjalmarson Date: 1999-11-30 1428 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
B17 II: The Mighty Eighth is one of the most
intriguing simulation designs of the decade. Just as
Total Air War pushed the
boundaries by combining a strategic AWACS simulation and a
military flight simulation, so B17 II is pushing the
boundaries of simulation gaming in a variety of areas.
Combining state-of-the-art graphics with first person play
and motion capture crewmen, an online multiplayer game
where up to ten humans can crew one heavy bomber, and a
strong tactical dimension, B17 II is one of the most
exciting simulation projects I've seen and looks likely to
actually meet the high expectations that abound.
Our coverage to date has been extensive, rivalling only our
pre-release coverage for Falcon 4.0. To view the previous
interviews, screen shots and related articles go to our
B17 Flying Fortress II Index.
Q. As more information became available on B17 II I
realized that this was not a typical combat simulator, but
closer to a true B17 simulator set in an active war. The
scope of the simulation seems immense, crossing the lines
between a "survey" type simulation and a focused
simulation, and then melding state-of-the-art graphics and
a first person shooter in the mix! With a project so
ambitious, were you convinced from the start that this
could be done, or were there moments of doubt?
A: B-17 II is first and foremost a flight simulator, and
any additional aspects brought into the project were done
so as to widen the experience in controlled ways. In this
fashion it was possible to really put over a feel for how
the war in the air looked, sounded and most of all felt to
those who participated. Of course we've had to keep that
focus to ensure nothing is lost or added that would
threaten the core experience.
The scope of the simulator is large, but we feel that we
have focussed carefully as well, so that the most important
aspects of the 8th Airforce's Strategic bomber campaign are
addressed and preserved. The crux of the plan for B-17 II
was, from the start, to concentrate on those core
experiences above all else and to find innovative new ways
of approaching old problems, like good looking terrain that
is both crisp and detailed, but non-repeating.
Project management in the industry has advanced to the
point where risks are assessed intelligently at the
beginning of any undertaking. Like any large project we've
had our share of "unexpected" problems, but the big
technology questions have been answered positively and the
game's looking great, as you can see from the latest
screenshots and movies - something to be really proud of.
Notice the variety of effects!
Q. How did you manage to assemble such a diverse team?
A: Both of the Directors, Dominic Robinson and Andrew
Walrond have been in the industry for a long time, and have
made many contacts along the way. They decided early on
that to be successful, you have to be capable of producing
the best games, that top 10% which generate all the sales
and profit. This means in turn that you have to employ the
best, most talented people you can get. So they put
together a list of the best people they knew in the
industry, and went shopping…
Q. The first person aspect will add immensely to the sense
of immersion, but adds the complications of active crew
management. Aside from dealing with the wounded, what is
this like during an encounter with the enemy over the
target area?
A: Well, we use First Person only where it adds to the
gameplay. For example, crew management in first person
would only serve to make the interface more complex and
obscure. In cases such as flying the aircraft or manning
the guns, first person is obviously more appropriate.
Over the target area you're likely to have kissed goodbye
to the Luftwaffe interceptors, who'll be waiting for you to
emerge from the areas of heaviest flak. Instead you'll be
dealing with the tough issues needed to get the bombers
over the target area. Although you aren't forced to adopt
the role of the Bombardier, this is where the action is at
during the bomb run so most players will be calibrating the
sight with the correct wind drift and trying to visually
identify the target in Search mode.
A: The first job is the setting up the bomb panel to ensure
the aircraft is slaved to the autopilot, and that the
correct racks are enabled, and that the bomb bay doors are
open. The player will then position the cross hairs over
the desired point of impact and use the analogue computer
of the Norden to stop any lateral or horizontal drift away
from his aim point. When the indices meet, that means that
where the crosshairs are pointing is where the bombs will
land. The player releases the bombs at the right time, and
the rest of the formation bombs on him.
All the time the flak will be pounding away at the
aircraft, perhaps causing damage or wounding crewmembers.
The player will have to make quick calls on whether
something is serious enough that he has to leave the
Bombardiers position and deal with it, or whether he'll
leave the AI crew to cope until after the critical release
point.
Q. Tell us about the operation of the aircraft at different
levels of realism when you're over the target area from the
perspective of the pilot, navigator and bombardier.
A: WWII aircraft were easy to fly. They had to be, as most
of the pilots were in their teens or early twenties,
straight out of flying school. The B17 in particular is as
docile an aircraft as you are ever likely to meet. The
fighters less so, but still a lot easier than you might
think after trying some other flight sims with the
"realistic" flight model option.
We have only one level of flight model, realistic, and yet
anyone can take-off, fly a mission and land successfully
with a little practice. And yet all the detail is there.
Try landing a B17 with number 1 dead and feathered in a
cross wind, or a P51 with the fuselage tank full and the
consequent rearward CofG, and you'll see what we mean!
For the navigator, the main areas of difficulty are in
assessing and adjusting for wind drift, and not being able
to see through cloud cover to fix your location. Both of
these will be configurable. The bombardier encounters
similar problems over the target.
Q. What is this like for the casual player? What about the
hardcore player? I know that an important part of the
design was to make the game accessible to as many gamers as
possible, without diluting the content for hard-core
flight-sim enthusiasts.
A: This involved implementing some of the most
sophisticated AIs ever attempted in a game. It is possible,
for instance, to play a whole mission as a gunner, and
leave everything else to the AI pilots, navigators,
bombardiers etc. You don't need to read an inch thick
manual to play B17-2. You can start with the easier
aspects, and learn the finer aspects of pilotage,
navigation, bomb targeting etc. For instance, you can sit
back, watch and listen as the AI pilot goes through the
complex engine start-up sequence, before trying it for your
self in a subsequent mission.
For the hardcore player, every switch, control, indicator
is modelled in every aircraft. He can test the effect of
starting with turbos on, having cowl flaps closed while
taxing to the runway, leaving the air filters on at high
altitude, leaving intercoolers hot for too long, forgetting
to feather a dead engine…none of which are to be
recommended!
Q. Have you actually tested yet with a number of human
characters manning a single bomber? What was it like?
A: Groovy! But multi-player work is still in progress and
won't be tested in hanger until after we hit Beta. Ask us
again then !
Q. One of the big questions a few months ago involved the
number of bombers we would see in a flight. Can you tell us
where this stands at the moment?
A: We are currently testing with 12 B17's and similar sized
squadrons of allied and German fighters. However, we're
still in the process of optimising the engine and this will
determine a sensible maximum number of aircraft in the air.
Q: Since the basic crew management is done on the ground
prior to flight, what will we see the crew doing during the
dull times on a long flight?
A: Each crewman randomly plays out one of a number of wait
scenarios. For instance, the two gunners will engage in
idle pranks with each other, kicking each other, knocking
each other's caps off, and so on. You'll also see the
navigator tapping his fingers and bobbing around in his
seat listening to any radio stations he can pick up.
Q. Tell us about multiplayer features in general.
A: B-17 II has its server technology included, so people
will be able to set up a server right out of the box, given
the usual technical limitations like connection speed and
bandwidth. The game gives players the ability to get
together in the Quickstart, Historical Missions and the
Campaigns. Depending on the mission the host chooses the
players can quickly find themselves spread out amongst a
squadron of B-17's, escort fighters and interceptor
fighters.
Hosts have the ability to set the game up, and are granted
the full powers of the single player in the single player
game in addition to setting up the game environment. Thus
they can plan missions to specific targets and repair
bombers etcetera in the Squadron Commander campaign.
In game things will run exactly the same as in Single
Player, with vacant roles being filled by AI's as normal.
Active players can switch into and amongst any vacant role,
according to the rules set up by the Server Host.
One of the big questions is how we're handling game balance
in multiplayer and the way that's happening is that the
number of planes of various types is fixed, with vacant
slots being filled by AI's. If a player is being, say, a
Luftwaffe pilot and he gets his Bf-109 shot out from under
him then he CAN move to another Bf-109 controlled by the
AI, provided one is vacant, and take control.
If, however, there are no vacant Bf-109's then he must
spectate until there are - or take over a different role as
the host allows. In this way the games balance is
preserved. There will be no sudden influx of new Me-262's,
unless the squadron flies within range of a base that can
launch them.
Q. Will a player who has three computers in his home or
office LAN need more than one CD to connect the machines?
A: This is something we're thinking over at this time.
Certainly it will depend in part upon what resources are
pulled from the CD in game amongst other issues. Ultimately
though, it will be up to Microprose.