or: why Falcon3 Gold with 3D accelerator support, modern networking
and a new flight model would sell a million copies, just like that!!
What follows is the return of a piece written a year ago. This is not
the result of laziness but rather it reflects the fact that many of the
requirements described last year have yet to be eclipsed in any game.
In fact thresholds in only a few of the requirements have actually been
met by releases during the last 12 months and there is still no sign of
a single game that can claim to even meet "most" let alone all of them.
At least one developer said words to the effect that it would be
interesting to see an update of this manifesto after the release of his
company's next project. Well that time has come and gone. Sadly, many
of the requirements here are just as appropriate now as they were last
year. One the upside though, several areas have in fact seen great
strides and it would be only fair to point those out. So this is an
update on what has gone before: a manifesto98 if you like.
In the following, all trademarks used or abused are the property of
their respective owners. The opinions expressed here are those of
the author alone and may or may not relate to any lasting reality
or lack thereof.
The original purpose in writing this was to specify requirements
for the perfect fast jet combat sim, or at least my view thereof.
The result is more likely a plea to the sim development community
to provide more of what we enjoy and explain why some sims just
leave sim fans frustrated over wasted potential.
It was not my intent to be provocative with the requirements or the
transgressions beyond requirements that have crept in here. However,
given how much passion there is in the hardcore flight sim community,
it's clear everyone will find something to take issue with in
what follows. If you have the stamina and can spend the time to read
the entire work, I ask only that you consider incorporating an idea
or two into your views on flight sim technology. Drop me an email:
I'd love to hear what features you yearn for that aren't covered here.
Objective:
Create a multiplayer simulation that draws the participants in
to the pilot's eye view of operational tactical aviation squadron
level experience.
Concentrate on the flying aspects and simulate the training and
operational flying that a squadron would perform together.
Emphasize two ship operation as the fundamental building block
for strike package set up.
Provide "peacetime" training, simulating single mission style
training analogous to the syllabus used in air force training.
Provide Red Flag style Mission Employment phase experience as
an advanced training tool.
Provide a "wartime" theatre level back drop for squadron level
operations in the context of a broader scenario. Make the start
conditions somewhat configurable to give a variety to separate
campaigns in the same theatre (or provide more than one!) Provide
a competitive edge to the sim experience to encourage pilots to
be bold but reward real world tactics over virtual-immortality-born
bravado.
Most Important Aspects of the Sim:
Flanker 2
Beyond the broad strokes of the general objective there is
potentially a long list of simulated elements that could
make up the perfect sim: whenever you get sim pilots talking
about their toys, conversations like "if only we had a sim
that combined the flight model from A and the graphics from
B..." and so it goes on.
Your own list may vary, but the following is one view of the
top ten list of features that a sim trying to satisfy the
above objectives might provide. If you're still reading this,
then some of what follows will probably strike a chord.
When you are allowed to say "this is the ideal" of course all
of the above are important so "priority list" is a bit of a
misnomer. Rather, the above really represents the order in
which the elements of a perfect sim must come together. They
sort of follow the order of events that would take place if
you were coming to a new sim of the tactical aviation
environment: you learn the ropes solo and graduate to the
main event: multiplayer campaign play!
In each case there is probably a break-even point beyond which
greater perfection would not add much to the overall product.
For example, modelling the avionics to the point where a pilot
must run four or five checklists of things just to get the
engine started (as in real life) is interesting but probably
overkill for all but the most demanding sim fans.
Finding this balance while providing some of each of the above
is the essence of the perfect sim. Every sim nut has their own idea for
where this balance should be so the best we can hope for is a developer
that hits the mark for many of us in most of the categories.
There is no current product that has all of the above bases
covered. In one respect or another, every flight sim out there to date
has missed the threshold in at least one category. [Footnote: The
closest I know of are the Falcon3 series, EF2000 series, and maybe
Longbow FPK; I would dearly love to be proven wrong in this assertion!
;-)
Click on the picture to see a larger image..from EF2000 v.2
In fast jets, EF2000 is still king in terms of the complete
package for my own passion, mutliplayer coop campaigns on the LAN. Even
though I'm not a "helimacopter" fan though, even I will admit that
Jane's Longbow II is the most fun multiplayer coop campaigning sim out
there today -- oh for a Jane's F-15 2 with a human back seat driver!
Oh, and it needs to be fun to play with this perfect sim too.
There's at least one product that was hailed as a great simulation but
rotten game. Most of the "wannabes" in the so-called "hardcore" flight
sim community play with these sims because it's a fun thing to do.
After all, in the end it's just a game...
Airframe selection:
Strike fighters are the only way to go if a single
aircraft is all that is planned. This gives the choice of
air to air (A-A) as well as air to ground (A-G) for training
and campaign scenarios. Like the DoD, we value flexibility
from the airframe to maximise investment [footnote: that
investment in this case refers not only to dollar value but
also to the extensive quantities of time that simmers invest
to learn complicated new sim interfaces].
For preference, consider current generation western
equipment in or near service. This gives developers a chance
of getting good levels of information which is likely to
lead to accurate sims.
[footnote: Thus, F-16C/D, F-18C/D,
F-15E are excellent candidates in service while the F-18E/F,
EFA or Rafale are probably the best choices from the
soon-to-fly category. F-22 advocates: call again when the
Air Force starts flying the "E" model; JAST advocates: it's
too far out there to think we'd get a good "simulation" at
this stage]
More flexibility again is offered if a sim supplies more
than one airframe to fly. This is probably in the above
threshold category though.
USNF series did this wrong where the Falcon3 series did
it right. Here we're talking about detailed simulation
of more than one plane that forces pilots to fly to the
strengths of each to extract the best performance. Now
if the sim also offers multiplayer adversarial campaign
and mission planning as well, we're approaching that
perfection icon.
[ footnote: Think of the Mig-29 or
Su-27 and their derivatives as perfect foils for NATO
strike fighters. Su-27, Tornado and EF2000 have all
proved that you don't have to start with US equipment
to be successful -- if that's what is chosen simply
take the list of US planes as the adversary aircraft
request list!]
It's amazing to me that we haven't seen more adversary
aircraft interoperable sims as yet. A nod is surely due to Novalogic
for the release of their F-16/MiG-29 pair recently; barely hardcore in
many respects but for DACT light relief (if that's not a contradiction
in terms), just the ticket.
Flight model:
This is one of the most subjectively judged and yet most
critical components in a good flight sim. The aim must
be for a feel that makes people believe they are flying
a fast jet.
A lot has been written about the absolute accuracy of
various flight models but in truth the threshold value
for this category is quite low compared to some of the
other aspects of a good sim.
For example, consider Falcon3's flight "complex" and
hi-fi models. Both have some severe defects when you
look at realistic F-16 performance; start with sustained
9G turns in complex and the odd model change between 250-300kts
in hi-fi for example. And yet, in their day Falcon3's flight
models were not only state of the art, but also more to
the point were touted by many fans as being the ones to beat.
Su 27 1.5
Now the state of the art has moved on considerably and
expectations have raised the bar right along with the art.
Nevertheless the threshold value is well within reach
with current offerings. Su-27 offers probably the best
high fidelity flight model in a fast jet sim today.
However, EF2000 and Hornet3.0 both demonstrate that lesser
fidelity can result in a flight model good enough to
provide the all important suspension of disbelief.
Make no mistake, however, a sim that doesn't attempt to
flight model angle of attack performance in such a way as
to require pilots to think about and profit from efficient
use of energy management falls well below the threshold.
Heading into Q4'98, Jane's F-15 must surely be the current
champ in this department. Played on a machine with sufficient
horsepower to give a decent frame rate at the higher graphics settings,
the feel of the flight model just seems right. Stay in the "normal"
flight regime (after all this is not a test pilot sim its an attack jet
sim) and Jane's F-15 is about as good as it gets without a security
clearance.
If we are to raise the bar in this category then it must be in slow
speed flight handling characteristics. It is only here that Jane's F-15
is vaguely suspect. This comes into play in approach to recovery or
"low and slow" turning fights for most game players. It would be
interesting to see spin modeling or the (in)famous Viper deep stall
factored in but these are really the province of test pilots not game
players.
Frankly, I think we're pretty well off in this category already!
Graphics:
Another contentious category relates to the look of a sim.
Some say photo realistic or bust. For the ideal sim, you'd
be forced to agree but realistically, the aim for developers
today must be a little lower.
Su-27's detailed object model and sparse terrain detail has
many fans. Indeed this approach brings considerable benefits
in frame rate, especially on lower speed systems. In fact,
for the perfect sim, frame rate is probably the most important
criteria in the area of graphics.
Once you've flown a sim, with a flight model (one that meets
the threshold described above of course) that delivers 25+
frames per second you will never want to fly anything else
again. The improved sense of fluidity and control over more
choppy presentations is extraordinary.
When this was originally written, I was under the mistaken
impression that 25FPS, no more no less, was all that you ever need. I
have since learned a bit more about "motion blur" which is how movies
at 24FPS never leaving you wondering about frame rates. Nevertheless,
watching various sims this year played at 25FPS, this does seem to be
the break even point for fluidity of movement making control intuitive.
For the prefect sim then, high frame rate is a must. That
is not to say though that a little eye candy is not going to
be in the mix. Recent work on dedicated hardware accelerators
shows that graphics like those in Flight Unlimited or EF2000
v2.0 are a realistic expectation. As a result, the frame rate
criteria and graphic detail levels exemplified by EF2000 v2.0
must now be considered the threshold for graphics.
The other aspect that still eludes us at present is the true
sense of speed that accompanies fast jet flight at low
altitude across country. Graphics are key to this sensation
since it is visual perception that must provide the clues
for sim pilots. Sound can help but there's no substitute
for sufficient ground detail to allow you to resolve details
that you can relate to scale as you fly by.
Current
generation sims mostly offer what amounts to a lunar
landscape outside of modeled areas such as citys or airports;
there's just nothing to calibrate your sense of scale to out
there so how can you "feel" the speed?? This would rank
high on the desired list of graphic trompe l'oeil that would
grace the perfect sim.
Cockpits, Padlocks and Multiple Displays
Of course the other dimension of graphics and display work is their
presentation in the simulation. Here there are a couple of key
items that define the threshold: cockpit views and padlocks.
For cockpit views, the Warbirds-style fixed viewing system seems
to have more fans than "virtual cockpit" implementations where
you can pan around the view field. I suspect that if we had
VR glasses that had high resolution and very low latency (and
current generation products fall well short in both of these)
then tying into a scrolling virtual cockpit makes sense. Until
that time, consider the Warbirds-style viewing system the
threshold.
The place where scrolling views come into their own with today's
display technology is in padlock views. The entry level for this
criterion is a padlock that can visually track a target locked
by the radar. The threshold goes beyond this though and requires
that padlock locks can track targets in visual range, and this
should include enemy, wingmen and inbound missiles as well. The
padlock must also be independent of radar locks.
Depending on your personal tastes, the padlocks in Su-27 and
EF2000 represent the state of the art today. SU-27 is touted
as more realistic, given limits on field of view, and considerable
mechanical intervention required to switch between padlock
targets). Arguably EF2000 provides more unrealistic tools that
at the same time provide virtual pilots easier tools to manage
situational awareness (SA) in a furball.
For the perfect sim, some combination of properties is the
likely winner: the ability of EF2000's padlock to lock and
switch visual targets instantly; EF2000's ability to track
wingmen and missiles as well as bogeys; SU-27's more realistic
fields of view; helmet-mounted display style overlay from EF2000
or SU-27. Without some padlock of this flavour, the 2D nature
of computer displays will continue to limit your ability to keep
SA high.
And while we're on the subject, there's another axis for
graphic improvement that has yet to be much explored in sims.
Back to Bagdad gave the lucky few a taste of what it's like
to use a sim with more than one monitor. Broken down old
mono monitors and Hercules cards were pretty scarce there for
a while.
For the perfect sim, new tools are on the horizon:
win95 will support more than one display in the next "Memphis"
release. Besides that, many 3DFX owners are wondering what
their state-of-the-art SVGA cards are doing while all that
eye candy is getting drawn by the VooDoo boards. Additional
hardware standards are also in the wings for this feature.
For the perfect sim then, multiple display support would be
nice to have to allow such things as additional views on
hand or MFDs for quick glance access; dare one say
do-it-yourself virtual cockpits??
Win98 is a reality now. Multiple monitor support should be a relatively
easy matter from a programming point of view. Still we have no fast jet
sims that take advantage, and apparently none in prospect. Truly a
shame. As faster Pentium II processor systems become more prevalent,
perhaps some brave developer will seize the day and devote a few CPU
cycles to putting MFDs on a second screen.
As for looks, DiD's ADF and now TAW with the new improved clouds are
the current trendsetters. But recent releases like Jane's IAF and iF18
demonstrate that the pack has a way to go yet before the playing field
is level in this department.
Avionics:
This is an area that can make a tremendous difference and
also is perhaps the area that could be most difficult to cover
completely in a sim. Here a sim must cover sensors, displays,
controls of all sorts and also communications with the
rest of the simulated world.
Several sims have set the threshold for "hardcore" simulation
of sensors, mostly meaning radar and threat displays.
Falcon3's venerable hi-fi A-A radar mode started it, Su-27,
Back to Bagdad and Hornet3.0 have brought it more up to date
and EF2000 added a touch of the AWACS/JSTARS magic to the mix.
In short then, radar support for separate target search,
track while scan and short range ACM type modes must now be
a given. Ground mapping radar to track both fixed and moving
targets are not unreasonable expectations. A reasonable
facsimile of synthetic aperture radar should also be within
reach of current sim technology.
Since AWACS and JSTARS (just) were both operational and
heavily used in Desert Storm, these too are reasonable
requests for the avionics threshold; combining these into
JTIDS display may be a bit of reach for accuracy given that
some of the requested airframes don't have this in the field
yet but anyone who has spent time with EF2000 will tell you
that JTIDS is a superb compensator for the natural
limitations inherent in sims on perception of the virtual
war around you.
As for threat warning systems, these are probably less of
concern since most sims seem to do these quite well. Perhaps
more than elsewhere, these present an opportunity for the
developer to tune the tools presented in the cockpit to help
mitigate simulation limitations. Common touches such as
detecting and tracking incoming rear hemisphere IR missiles
are hardly realistic but are welcome aids to most sim fans,
even the hardcore crowd (although the real extremists would
like to be able to toggle these "cheats" off, no doubt).
For a stretch to the perfect sim in this category, a full
implementation of LANTIRN would be the new prize. Here this
would imply both the navigation and targeting pods including
HUD FLIR display and the ability to scan for and designate
targets on FLIR in MFDs. For bonus points hands-off terrain
following flight autopilot capability would be a welcome
addition, especially if combined with the sense of speed
enhancements previously listed. Throw in simulated digital
moving map capability and we're well on the way to perfection.
DiD's modeling of EMCON levels in ADF and TAW are a
departure this year; one that caused many complaints about bugs that
were more failures of pilots to RTFM closely enough perhaps. But their
video-game radar and threat displays had both believability and
usability problems that marred the effort.
GSC's Hornet Korea continued an excellent heritage and the avionics
systems in the E model Hornet offering from Imagic, iF18, also shone.
But once more the prize of the year must go to Jane's F-15. Surprising
fidelity that would surely have been impossible as recently as 5 years
ago gave us operable patch maps and a very serviceable LANTIRN
implementation. Much more fidelity in this department and we would all
need security clearances!
Displays are also an area where sims are already exceeding
the threshold required in many cases. One area of
diminishing marginal return that is already starting to
go perhaps too far is support for fully active, mouse
clickable cockpit displays. These are both overkill and
barely realistic.
It would make much more sense if high resolution touch
screen capability were available perhaps so that sim pilots
could reach out and plug in new waypoints on that up front
controller panel but doing it with a mouse seems awkward
and positively interferes with suspension of disbelief.
Apart from which, most sim fans in the hardcore camp already
have highly programmable controllers that provide far
better HOTAS-based control capability than is to be had
driving a mouse around the screen. Mouse control for
driving the "captain's bars" cursor around an MFD seems
reasonble. Making the gear handle clickable on the cockpit
art seems like an overkill. Developers: please save your
effort for something else on the shopping list!
To each their own. The trend this year seems to be for more
clickable cockpits than ever. I've tried to use this in action but thus
far I always gravitate back to a well programmed HOTAS setup. On this
front, another trend towards keyboard remapping tools is most welcome.
Another twist on this is to simply add more hardware. The excellent
MasterPilot from Quickshot is well worth a look as an effective
programmable device that will add that certain something to your
virtual cockpit controls.
And speaking of controllers... It's surprising how many
sims are still written with the fundamental assumption that
the keyboard is the primary interface. Programmable
controllers are highly prevalent among sim buyers
and yet sims still come out with keyboard mappings that
don't lend themselves to the controller technology.
For
example: use of the so-called "grey" keys for necessary
functions (chaff and flares come to mind); keys for range and
antenna control that are not easily mapped to knobs provided
on controllers for this very purpose; afterburner on digital
keystrokes instead of analog joystick axes; the list goes
on... The perfect sim could be a lot smarter about the way
it supports the current crop of programmable controllers
with its keyboard mappings.
Communications is another knotty problem where there's still
plenty of room for innovations. Several sims have offered
interesting ideas here.
Fleet Defender allowed rudimentary target sorting and
stores reporting interactions with wingman that are still
very rare. Sorting especially is fundamental to operational
A-A doctrine so it's puzzling why this so often gets left out of
sims that supposedly offer AI wingmen. [footnote: "attack my
target" doesn't cut the mustard since it usually requires you
to lock before you sort by handing off a target to a wingie;
real life doctrine calls for sorts in search mode rather than
when tracking is already established]
Falcon3 and USNF gave us wingmen worthy of Top Gun (the movie):
atmospheric if not exactly regulation. But both also supplied
the most common maneuver commands that you'd want a wingman
to execute, brackets and drags etc.
EF2000 introduced interesting chatter from the tower and AWACS
in addition to rather more regulation wingmen, albeit in sterile
recordings. EF2000 also offered an interesting command menu
system for talking to the rest of the world; useful for A-A but
almost lost in the afterthought for A-G usage.
Hornet3.0 gave us an excellent gritty feel to radio comms
transmissions together with yet more interactions with
air traffic control, both of which are welcome.
Combine a little of each of the above to get the threshold
for communications. This too is probably a little ahead of
the state of the art for today's offerings but if you can't
arrange a BVR sort with an AI wingman before anyone locks
and launches, then poor communications had better be offset
with good multiplayer support so you can have natural
intelligence wingmen instead!
This has been a banner year for communications. ADF gave us
an AWACS with a reported vocabulary of 10,000 words. Jane's F-15 raised
the ante with very flexible wingman and flight commands as well as
AWACS, tanker and airport interactions similar to those in DiD's most
recent sims. In this area too, I think we are pretty well served now.
To raise the bar we will likely need to look at actual voice comms for
human wingman to use in multiplayer games. Battlefield Commander and
similar efforts are third party add-ons for this capability. Making
such a capabillity work seamlessly with our perfect jet's avionics fit
though would be the prize.
Documentation:
This is one area of sim products that has been greatly variable
in past offerings. It is nevertheless one of the more
important pieces of a sim package that could serve to make or
break an otherwise perfect sim. It is also often ignored
when talk of the perfect sim comes around: a grave mistake!
There are two forms of documentation that the perfect sim
would include: 1) reference material on aircraft systems and
operations; and 2) tutorial information on how to use the
systems to best implement the tactics that will bring
success in the simulated world.
Most every sim includes information of the reference material
type in the box: these are the manuals that ship with the
sims. The threshold in this category is a simple explanation
for operating or using each element of the sim that is a
visible part of the sim pilots view of the virtual universe.
Some sims do this very well others do it very poorly. A
favourite example to illustrate where the threshold lies
is perhaps the ubiquitous threat warning display. At least
one sim presents such a system where different symbols are
placed on a display with a variety of accompanying sounds
to represent different types of threat and severity of
those threats.
Simply explaining what each symbol
represents however does not tell a sim pilot how to read
the threat display and analyze which threats are greatest.
For this, examples of threat displays that show relative
threat severity given symbol placement and sound cues
are needed.
To say it another way: if you know what the individual symbols
are but can't interpret the picture presented by the whole
display and hence turn it into some useful action that will
preserve your virtual life, then the documentation missed the
threshold.
In fact, the threat warning display might as well be replaced
by a picture of Van Gogh "Sunflowers" for all the good it does you
if you can't interpret the picture it paints in your cockpit.
[footnote: at the risk of going overboard on this example, one
of the worst and most frustrating examples of documentation
omissions relates to the threat warning display in a particular
sim (you'll know which one) for which the manual offered advice
to switch the threat display to LOWALT mode to reprioritize
threats for low altitude. Not one iota of information was
offered as to the difference between regular and LOWALT modes;
how does one use this documentation tautology sensibly?? Are
we to guess?? No, the reference docs must tell the secret...]
The above is a single example but the principle should hold
true for all elements of sim reference documentation: if it's
in the sim and the developer expects a sim pilot to use it or
read something into it, then the docs better explain what it is
and how to make sense of its implementation in the sim. This
then is the threshold for documentation.
The second type of information is more tutorial in nature. This
is typified today by the after-market strategy guide. For the
perfect sim, this should also be in the original box of course.
Tutorial material should go beyond the basic explanation of
what a modeled system is and how to interpret its representation
in the sim. Here the expectation is for information that will
help the virtual pilot perform better and improve technique in
using a sim's systems.
While no after market guide (or manual for that matter) has yet
reached perfection, there's one shining example in this category
that others which follow will be judged against: the EF2000
strategy guide is an excellent example of tutorial documentation.
[footnote: while there is no affiliation with the authors of
this book, a recommendation is still in order. It should be
noted that even non-EF2000 sim pilots might be well advised to
seek this work out: it has great material on BFM and energy
management that are well worth the price of admission. Also
many a sim pilot might improve their survivablity in sims by
taking to heart the advice on T&BJF (sic).]
A couple more points relate to documentation.
Having drawn a distinction between reference and tutorial material,
it's worth pointing out that most "hardcore" sim pilots know what
the basics of BFM are and something about rudimentary energy
management to boot. For this reason, the threshold listed above
does not necessarily include these more tutorial elements. In
point of fact, writers of documentation for the perfect sim might
not even need to describe such things as pursuit curves at all;
just tell us what the flight envelopes are for the airframe
modeled and its adversary aircraft and we'll do the rest!
It's also worth a sentence or two to decry the disturbing tendency
of current products to push the reference material into
after-market guides. A sim is not complete without docs to tell
you how to operate it. If you must separate out the documentation
into another product that's fine but please make sure the two are
available at the same time. To ship a sim without adequate
documentation is like selling a VCR without the programming
instructions: you (or more likely your local ten year old) can work
out how to record things but why should it be so hard??
Lastly, three cheers for innovation! GSC shipped Hornet3.0
with a most interesting combination of documentation materials.
Their printed manual resembles nothing so much as an authentic
defence department 3-1 manual and the online video presentation
materials complement this nicely to form a well rounded reference
package. Such a presentation also adds to the qualitative feel of
the sim experience in no small part.
Mission Planner:
At the risk of specifying implementation, the mission planner
should operate as the interface to all flying that takes place
in the virtual world. Be it solo single mission play, solo or
multiplayer campaign play or even head to head melee over modem
or the internet, why have different interfaces? After all, no
airforce pilot makes it to the ramp before going through a
brief of the mission plan.
Given the ability to work with stored mission files, a good mission
editor can also provide a means for sim nuts all over the world
to torture each other with ever more devious challenges.
The key to making all of this work is to make the mission planner
flexible enough to allow pilots to customize but at the same time
provide sensible enough defaults for the various scenarios that
there is no actual need for pilots to spend hours tweaking mission
parameters before they can get to fly. Once again, balance is the
key.
Tactical Engagement. Falcon 4.0.
Many sims provide interesting and challenging "canned" missions.
This demonstrates that most developers are easily able to provide
missions with sensible defaults that can be flown without tweaking.
Some sims provide good mission editing capabilities that allow
sim pilots to tinker with mission plans, either by modifying or
creating from scratch.
The perfect sim should take sensible defaults and the ability to
customize in every case and marry the two.
If this is the way it should work, then the other part of the
equation is to specify where the threshold is in terms of the
parameters that should be present and thus tweakable in a
mission plan.
Here there is a long list but once again, if you start from the
premise of simulating squadron level operations the list falls out
from mimicking real life.
Flanker 2 Mission Editor. Click for 1024x768.
The air tasking order is the beginning of the mission plan.
For a training scenario or instant action, this is probably
a list of canned situations over a training range (say Nellis
or Fallon for example). For a campaign this is a list of the
available mission choices present at the given stage of the
virtual war. Multiplayer play in all its forms is probably just
a special case of these two. Interesting stand alone missions
could be generated either from scratch or by taking and
saving customized missions from the training or campaign
scenarios.
Once an initial setup is selected from the air tasking order list,
the mission moves through several planning stages for a strike
package, the fundamental planning unit. [footnote: assume
that strike package doesn't necessarily imply A-G only; if you
have full control of planes and roles for them in the mission
editor then setting up fighter sweeps should be just as easy as
scud hunts.]
Target imagery and area maps should be available to orient the
flight. [footnote: emphasis on the orient! A pretty 3D picture
of a target spinning may look good but it's hard to figure out
just what you'll see from your chosen approach heading if all you
have is the rotating picture without compass bearing cues.]
An intelligence brief detailing likely threats, both A-A and
AAA/SAM should be included. [footnote: for the revenge minded
developer, doing a realistic implementation of the spotty
accuracy reportedly common in intelligence briefs would promote a
healthy and apparently realistic distrust of intelligence
types!]
Weather briefing might also be appropriate if the simulated world
caters for different conditions. This is probably above the
threshold although the degenerate simple case for environmental
conditions, night and day, should be expected.
Available aircraft and aircrew as well as munitions and other
stores to be used on the target should be presented. Here
again override for default options is key. Multiplayer sims
that don't allow all human pilots in a strike package to
select their own role and loadout will miss the threshold.
Available support assets should also be listed (and/or requestable);
these would include AWACS/JSTARS, tanker, electronic warfare and
other supporting flights such as escorts or wild weasels.
In the perfect sim, you should be able to assign yourself (and
other human pilots) to roles anywhere in the strike package,
consistent with the airframes modeled, of course.
Then there's the flight plan itself. Here the threshold is
missed by a surprising number of current sims. At it's most
basic you should be able to manipulate flight path, number and
placement of waypoints, as well as speed, altitude and
proposed activity (mostly for directing the AI pilots of which
more to come) for all waypoints.
If this is the threshold, there is plenty of head room for the
perfect sim to flourish in this area.
Fuel planning is a critical element of any real life flying
experience, whether you're in a Cessna 150 or a Strike Eagle.
Some attempts have been made in this area but most are seeming
afterthoughts (literaly in the case of the innovative
Falcon3 third party add-on FalCalc).
Timed waypoints, which is to say allowing coordination between
multiple flights on separate flight plans for time-on-target
would add a considerable touch of reality to the planning process.
This has been demonstrated to some degree by mission planners like
that in DI's Tornado sim. But to date, there is no mission planner
that can provide the same facility for sims with multiplayer
support where many human sim pilots may be allocated in different
flights.
Janes F15.
Mission editors in Tornado and Su-27 are the ones most often held
up as the cream of the crop to date in terms of their capabilities
for mission customization. The perfect sim should build on the
lead shown by these two and make the mission planner at least as
capable as these to meet the threshold. Beyond that innovations
such as fuel management and timed waypoints will move the sim
considerably nearer perfection.
Once again, Jane's F-15 is the standard bearer for this year in mission
planners. About the only thing missing is actual target imagery
photographs although arguably the zoomable targeting map is adequate
recompense. The FLIR style target fly-by in DiD's TAW is worth a
mention though as an interesting innovation on this front.
Artificial Intelligence:
If you accept that flying head to head on the network gets old
after a short while then the majority of time you spend flying
the perfect sim, either solo or multiplayer, will be in
scenarios that depend on computer controlled participants.
Ideally the skill of these participants should be tunable to
allow you to find the right level for each situation.
Considering aerial threats only for a moment, the scale runs
from non-maneuvering bandit to instructor pilot and on to
enemy aces.
This allows you to progress from familiarizing yourself with
the new sim, though training against opponents good enough
to teach you something useful and on to difficult and
dangerous combat deployments.
No one enjoys getting shot down so fast you can't work out
how to get a lock, much less shoot back. On the other hand
lame AI can ruin the replay value of a game just as quickly.
These same principles of course need to be applicable to all
areas of the sim where the paricipants should be "thinking;"
everything from ground vehicles to pilots to the opposing
"general" at the strategic campaign level.
Since everyone flies at their own skill level and each is
different defining the threshold for this category is truly
impossible. Perhaps then the best way to express a requirement
for AI is to allow the difficulty presented by AI elements of
a sim to be configurable to allow for a range of possibilities.
There is one thing though that has to be considered a must when
it comes to wingman intelligence. Although accidents can and
do happen in real life training and combat, a few sims released
lately seem to have forgotten even to train computer wingmen
in such basic techniques as how to fly.
You need only read the usenet newsgroup where posts detailing
the latest misadventures of "wingbeciles"(TM) "LawnDarting"
(TM) to know how frustrated sim pilots can be when their
computer bretheren can't even keep a plane above the ground
when flying to the next waypoint, much less provide support
in a furball. This doesn't seem like too much to ask,
especially for the perfect sim.
Sadly tales of wingmen flying barrel rolls around your
aircraft are still rife in the news groups this year. And the
efficiency of computer pilots in combat doesn't seem to have gone up
much either. This still seems like an area for improvement until
mutiplayer becomes more the norm.
ACMI/TACTS:
Otherwise known as mission replay with the data to prove it,
ACMI systems are still the exception rather than the rule.
[footnote: ACMI = Air Combat Maneuvering Instrumentation which
is the US Air Force's range telemetry and tracking system
which records real time data from numerous aircraft in the
air simultaneously, allowing the debrief after the flight to
include an in detail 3D recreation of the flight. TACTS is
the US Navy equivalent, Tactical Air Combat Training System.]
This is a great shame since such tools provide an excellent
means to improve your flying, not to mention reliving the
more (in)glorious moments of your most recent mission.
The threshold in this category is simply the ability to
play back some or all of a mission that you have just flown.
Once again, the facility should be available to record any
flight, be it multiplayer or solo, campaign or single
missions. Beyond this there are plenty of fancy features
that can add a great deal to the basic package.
The perfect sim would have an ACMI system capable of saving
mission recordings of fragments thereof. It should also
allow file exchange of such recordings to allow pilots
to share their escapades.
For strict simulation accuracy, the system should allow for
wire frame display of the action, but given that this is
one area where simulation can exceed the limits real life
imposes, control of a full set of cockpit and external
views would be a plus.
The recent Hornet 3.0 release has an excellent mission replay
and save facility. It lacks fine control for use as an ACMI
tool however. Su-27 also has a good mission recorder
including a very nice feature allowing you to take control
of a mission at any point during the playback. It too
however was not really designed with ACMI diagnostic use
primarily in mind.
Honours for perhaps the best ACMI system presented in a sim
to date still probably go to the one in the Falcon3 series.
This system has the ability to control a replay almost frame
by frame coupled with extensive view control both inside and
outside the cockpit. A more realistic wire frame mode is
presented with the same kind of data cues the real pilots
would use. Perhaps the kicker is an external view with a
fixed camera that can be steered in 3D to any point in
the action; this provides unparalleled ability to pick apart
the flight and analyze what went well.
Take Su-27's .trk file flexibility in terms of exchange and
ability to jump into the cockpit, add the basic ACMI from
Falcon3 and marry it up to the other aspects of this sim
and you would be very close to perfection.
DiD added ACMI recording to their ADF and TAW products this year.
With stylized plane icons trailing across the sky it was possible to
see the relative interactions of combatants and their weapons and
targeting even. However, DiD left out much of the data (airspeed,
altitude, heading and turn information) that you need for complete
analysis of energy states in a battle. In this space then, we had some
movement in the right direction but we're still not quite there.
Much has been written about campaigns for simulations
recently. The main theme of discussion seems to relate
to dynamic implementations or lack thereof. This
skirts a more fundamental issue however.
The perfect sim cannot afford to appear without some
form of campaign engine. Which is to say, a sim supporting
only pre-canned missions loses a lot in replay value and
misses the basic threshold.
The basic requirement for a campaign engine is that it should
present a sequence of missions that progress somewhat logically
toward a more global initial objective. Within the sequence
the sim pilot should have the sensation that their actions are
affecting the outcome of the end goal and that missions while
unpredictable are connected by a consistent thread.
Total Air War.
The manner in which this is implemented is largely academic.
A full blown real time wargame engine has been tried; EF2000
exemplifies some of the strengths of this approach. Yet one
of the most successful "dynamic campaigns" was that in
Falcon3. Implementation in this case was only dynamic in
comparatively few aspects but it did follow some basic
principles that differentiated it from sims that provide
only canned missions.
Both are "dynamic" enough to satisfy most sim pilots; once
again, suspension of disbelief is the key to it all -- do
you feel as though you are in the middle of an on-going
win-or-lose air campaign or are you following a sequence
of clinical set piece studies in tactical airpower
employment??
[footnote: The real key to this seems to be that some amount
of the state of the theatre of battle should carry over
from mission to mission. In missions, the set piece is always
the same at the opening. In a "dynamic" campaign, the outcome
of action from the last mission should be visible in the
setup for the next. Part of the state is also bound up in
resource management; fuel and weapon supplies are never
infinite in real life but often they seem to be in sims.]
The perfect sim would probably have a full wargame implementation
to complement the sim engine itself. However the threshold is
probably nearer the semi-dynamic approach. Whichever is chosen,
the perfect sim should allow for both solo and multiplayer play
in the campaign setting. Also, some level of control should
be available for the initial campaign set up and perhaps even
for the objectives for the campaign. Such configurability will
add considerably to the replay value of a single theatre campaign
implementation.
One last plea for the perfect sim campaign engine: if we assume
high fidelity squadron level operations are the goal then
interaction with strategic assets such as AWACS and aerial
tankers must be an important part of the mix. Such assets are
a vital part of modern airpower and the perfect sim would be
incomplete without elements like an obligatory stop at the
"texaco" to top off the tanks.
TAW AWACS intercept.
DiD's TAW must surely rank as the most ambitious dynamic campaign
implementation seen this year. iF-18 released with Imagic's updated
TALON but TAW's realtime ongoing war is a bit more dynamic even than
this high standard. TAW only falls short in allowing the player to
really appreciate the wonder since it hides so much of the intricacy
from the player: there is precious little chance to interact with the
wargame engine on the strategic level. Players are left to marvel at
the wonder of the war going by - if they actually stop to notice and I
fear many will not even recognize it for the milestone product that it
is.
This is one area where Jane's F-15 fell short. It boasted what is
best described as a hybrid campaign; not really dynamic but much more
than straight scripted missions. You could be forgiven for thinking
that scripted missions was the implementation though after reading many
of the debriefs. For a sim that poured such attention into the mission
planning area, the debriefs were shockingly bare. This one misstep is a
cruel blight on an otherwise excellent product, one that for me ruins
the suspension of disbelief.
Multiplayer Support:
If reports are to be believed about the near mythical Falcon4,
this sim from Microprose represents a delicious turn-around for
multiplayer flight sim devotees: in Falcon4, solo play will be
a special case of network multiplayer mode!
For the perfect sim multiplayer support is a must, even to reach
the threshold. However, as recent releases have shown, there's
multiplayer and then there's multiplayer.
Sims such as Fighter Duel present a single multiplayer option:
head to head (H2H) dogfighting. This is a lot of fun but for
many sim fans, the attraction for this mode of play wears off
quickly.
Of course it's also the easiest to implement so many sims provide
this "quick fix" multiplayer support. However, the threshold for
the perfect sim is somewhat higher. [footnote: H2H multiplayer
is relatively simple to implement because in this mode, the
only really interactive elements of the simulated world are the
players aeroplanes..
As such, the amount of data that needs to
be passed between machines to keep them in sync is mostly
limited to positional and relative motion information. For
a full multiplayer interactive world, the challenge is much
harder because each machine's view of everything that might
change or move must be kept up to date, not just the player
plane data. ]
For the perfect sim, multiplayer support means being able to
fly the same kinds of mission scenarios that solo pilots can.
The bargain basement approach here is to allow single set piece
mission play.
Increments that allow mission planning and customization add
considerably to the replay value but the truly perfect sim
would allow multiplayer capabilities to be excercised in
all areas of the sim from single mission training right
through to fully fledged campaign play. As mentioned above,
providing this along with a fully simulated adversary
aircraft for team multiplayer adversarial campaigns must
surely be the ideal.
Arguably, EF2000 still ranks as the best most
comprehensive jet combat multiplayer coop sim. Even DiD's newer
products offer less capable platforms for multiplayer fans. This year
also offers an interesting counterpoint from one developer: Jane's got
it so right with Longbow2 and missed so frustratingly with F-15.
Longbow2 is obviously not a jet sim but it does offer a two-place
multiplayer airframe and the opportunity to fly adversary aircraft. If
only F15 has the same capabilities. Oh well, here's hoping for Jane's
F15 II!
Conclusion:
It's unlikely that we'll see a sim that meets even the threshold
in every category soon. However, several new sims being
previewed now show great promise in several of these categories.
Sadly, as more than one professional points out, the hardcore
sim fans are not really the bulk of the market that developers
aim at. The market is somewhere between this ideal and
the average shoot-em-up. Still we can live in hope that
some of the developers who share our passion might find a
way to bring us a sim that pleases the hardcore crowd without
being unapproachable for the majority of the market.
Jane's F-15 is arguably the best new-comer to attack the
requirements laid out here. It offers dynamite avionics and flight
modeling as well as superior mission planning tools and in flight
communications. It falls short in the areas of multiplayer and the
campaign engine.
In a few areas, the requirements listed are becomg more the norm.
Flight model and avionics are both areas that have received excellent
treatment this year in multiple products. But overall, no one release
has hit the mark in all or even all but one or two of the areas.
Perhaps next year will see a release that will cause us to rethink
where the bar should be for the future.
Until then, these requirements stand as a challenge for the
development community to take on. If the hype is to be believed,
perhaps Falcon4 or Flanker 2 will fit the bill. Who knows until they
release, but on paper both sound like they mean business. It should be
an interesting year to come for us virtual jet junkies!
Oh and for the last word: it needs to be fun to play with this
perfect sim too. There's at least one product that was hailed
as a great simulation but rotten game. Most of the "wannabes"
in the so-called "hardcore" flight sim community play with
these sims because it's a fun thing to do. After all, in the
end it's just a game...
References/Bibliography:
In no particular order, the following works have influenced the
way I think about tactical aviation and have done much to fuel
my passion for flight simultors.
"Fighter Combat: Tactics and Maneuvering" -- Robert L. Shaw
Naval Institute Press, ISBN 0-87021-059-9
The definitive unclassified work on BFM and ACM. A tough
read but worth the slog.
**"Storm Over Iraq: Air Power and the Gulf War" Richard P. Hallion
Smithsonian, ISBN 1-56098-723-5
A fascinating essay about the history and application of air power.
A fast read with some great insights into the planning and execution
of the air war. How to run a modern integrated air campaign.
"Aerodynamics For Naval Aviators"
ASA-ANA, ISBN 1-56027-140-X
Everything the US Navy wants its pilots to know about why and how
aircraft fly. Academic stuff for those that really want to know.
"The Ace Factor" Mike Spick
Naval Institute Press, ISBN 0-87021-002-5
Tales of the greatest fighter pilots across the ages and what made
them successful. If you don't know what Situational Awareness is
and just how important it can be, you need to read this book.
"Modern Fighter Aircraft: Technology and Tactics" A. Thornborough
Patrick Stevens Ltd., ISBN 1-85260-426-3
A comprehensive treatment of modern air combat delivered in an
approachable style although dense format.
"Stick and Rudder" Wolfgang Langewiesche
McGraw Hill, ISBN 0-07-036240-8
A classic on the art of flying. Guaranteed to improve your
landings in real Cessnas and virtual fast jets.
"Fulcrum" Alexander Zuyev with Malcolm McConnell
Warner, ISBN 0-446-36498-3
The story of a Mig29 pilot from enlistment through training and
on to defection to the west. Interesting look into Russian
tactical aviation.
"Tornado Down" Flt Lt. John Peters & Flt. Lt. John Nichol
Signet, ISBN 0-45-117472-0
First hand account of a Tornado crew shot down and captured by
Iraq shortly after Desert Storm commenced. The less glamorous
side of being in fast jets that will make you appreciate those
who do this for a living even more.
"On Yankee Station" Comdr. John B. Nichols & Barrett Tillman
Bantam Books, ISBN 0-553-27216-0
Interesting account of naval air power in Vietnam. How not to
run an air campaign.
"Warfighters : A Story of the USAF Weapons School & the 57th Wing"
Rick Llinares & Chuck Lloyd Schiffer, ISBN 076430044X
History and development of the Nellis air base and the units that
are based there. Lots of glossy pictures supported by useful
narrative. Includes syllabus information for the weapons school
and the various "Flag" exercises.
"Fighter Wing: A Guided Tour of an Air Force Combat Wing" Tom Clancy
Berkeley Pub Group, ISBN 0425149579
The Clancy treatment for Air Combat Command's Composite Air Wing.
As someone recently suggested on the internet, the CAW would make
a terrific back story unit for a jet sim.
Works of fiction have also played a part. While there are too many
to mention all the titles, I have enjoyed and recommend various
tactical aviation specific novels by (again in no special order):
Dale Brown
Keith Douglass
Timothy Rizzi
Barrett Tillman
Mike Dunn
Steven Coonts
William H. LaBarge
Richard Herman Jr.
Joe Weber
Michael Skinner
Julian Jay Savarin
I also thoroughly enjoy quarterly issues of the "World Air Power
Journal." Heavy on excellent pictures and cutaway diagrams but with
informative briefing information as well. WAPJ is published by
Aerospace Publishing in London, UK, and is distributed by AIRtime
Publishing Inc. in the US (800 359 3003).
Lastly, the single greatest advancement of my understanding of
air combat was made in a single day. The people responsible for
this leap forward are Sky Warriors in Atlanta, GA. With briefings
and nearly two hours of stick time in a T-34, they brought the
material in Shaw's book to life for me in a way that opened up
a whole new dimension for me. It's also the most physically tiring
thing I've ever done sitting down. Highly recommended!
Visit Skywarriors.
** This is the work that finally inspired me to sit down and put this
magnum opus into words.
Editor: In real life Mark manages a team focused on application
software performance optimization for 3rd party server and
workstation applications that run on Intel Architecture.
You can send him comments at Mark Doran or send a letter to the Editor.
You can read about the simulations referred to in this piece. Here is a partial listing: