Falcon 4.0: Interv'w with L. Rosenshein re: Missle Avoidance - Page 1/1
Created on 2005-02-04
Title: Falcon 4.0: Interv'w with L. Rosenshein re: Missle Avoidance By: Len 'Viking1' Hjalmarson Date: 1999-03-02 1383 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Falcon 4.0 represents the current state of the art in military
flight simulations for the PC. New, more authentic levels of realism
were achieved in almost every area of modeling: flight, weapons, ground
war, radar and detection systems, communications and campaign dynamics.
Inevitably, ground-breaking simulations of this caliber
present even the most experienced of virtual pilots with
never-before-seen, often mystifying, events. Usually, these types of
events are expected and even welcomed in new sims; however, weird,
frustrating, mission-killing events are instantly branded as bugs and
the programmers burned in effigy. For example, many simmers were ready
to revolt over the annoying frequency of the "Mission Aborted" call:
bug or accurately modeled feature?
At first, many thought it was a bug. Upon closer observation,
however, we all learned that Falcon 4.0's campaign engine simply models
the annoying frequency of aborted missions with painful authenticity.
In Falcon 4.0 every event impacts subsequent events: A SEAD mission
preceding your flight fails---"Mission Aborted" comes the call; AWACS
redirects you to a higher priority threat---"Mission Aborted". Annoying
to be sure, but not a bug; rather, the correct decision by the game's
AI given all the events leading up to the "Mission Aborted" call. So
just how far does this sort of realistic, interdependent,
cause-and-effect modeling go in Falcon 4.0? We spoke to Leon
Rosenshein, Lead Engineer for Falcon 4.0, about the intelligence
behind, and factors that impact, this sim's weapon guidance and
detection systems.
COMBATSIM: In Robert Shaw's classic Fighter Combat, he
discusses the various methods employed to guide missiles from the
launching aircraft (the shooter) to the target. From that discussion we
learned that proportional navigation is the cause of that
characteristic 'wiggle' one sees as a Sidewinder streaks toward its
target. Is this form of guidance modeled in Falcon 4?
L.R.: The first missile I modeled was the Sidewinder. As in real life,
the Sidewinder's control surfaces steer either right or left, with no
in-between. As a result, it does adjust its course proportionally and
you will see this "wiggle."
COMBATSIM: What other factors impact missile targeting?
L.R.: Missile modeling is broken into four components: flight
model, seeker, guidance, and warhead. The flight model for the
missiles, like the aircraft, has a full 6 degrees of freedom, and its
flight path is affected by the same forces that act on the aircraft.
Seeker sensitivity and fuel load also play a role as to whether a
missile will reach its target. In some circumstances, a missile may
fail to achieve a kill because its battery life is exhausted. The AIM9
has only about 30 seconds of battery life, but the AMRAAM has about two
minutes of battery life. These realities were taken into account when
we modeled Falcon 4.0's missiles.
COMBATSIM: What factors influence an IR missile's shooter-to-target guidance?
L.R.: Other than these considerations of fuel and battery power, a
multiband infrared seeker is influenced by the strength of the IR
signature it detects. So the target's speed, aspect and current
throttle setting are all considered by the missile's detection
algorithim. A missile launched nose-on will have a lower PK [Ed. Probability of Kill]. If the target aircraft has its afterburners lit, the PK is much higher.
We also took pains to model aerodynamic heating and atmospheric issues.
For instance, if your aircraft is travelling at Mach 1.5 on a clear,
cloudless day, you will present an enemy's missile seeker with a very
large, and very easy to track IR cross section. If you are above clouds
and the IR seeker modeled inside the missle that wants to kill you is
below the clouds, we've programmed it so the clouds mask your heat
signature. In the same way, we've modeled it so that anti-aircraft
systems that use optical guidance won't be much use against you either
if you are shielded by clouds.
COMBATSIM: Some players believe the Archer missiles travel too fast in Falcon 4. Is there any merit to this allegation?
L.R.: I'm looking at this at the moment and so far I haven't
found any strange behaviors in any of my tests. The general complaint
as I understand it is that a player hears the call, "Archer inbound"
and then there is the explosion. The only explanation I can offer at
this time, is that the bandits are probably taking very close-range
shots. If the shooter is a mile or so distant, you'll have very little
reaction time. We're going to keep looking into it though.
COMBATSIM: What other types of guidance systems are modeled in Falcon 4?
L.R.: Two other types are modeled: Beam Riders like the AIM 7 guide on
a radar reflection. We also model Command Guided systems like the
AMRAAM. During the early stages of its flight, the AMRAAM is guided by
the shooter or launching aircraft; near the end of its flight, when the
missle gets close to the target, it switches to active guidance using
its own onboard radar. This whole process of initial remote guidance
then onboard guidance is precisely modeled in Falcon.
COMBATSIM: What AI factors influence a missile's PK?
L.R.: The amount of damage any missile can do depends on how
close it can get to the target before it detonates. In Falcon, when the
missile's AI determines it's as close to the target as its gonna get,
the warhead detonates. If the explosion happens at the rear of the
target aircraft, there is a good chance of engine damage. If at the
front, there is a high probability of radar damage. Of course, there's
always the chance that the closest point calculated by the missle AI
for detonation ends up being just too far away to do any real damage at
all.
COMBATSIM:
Tell us more about visual detection in Falcon 4.
L.R.: Visual detection is a factor for both ground based weapons and AI
aircraft. Visual detection ability varies by the type of platform: The
MiG23, a single seat fighter, can only see in front. The bombers, on
the other hand, have the advantage of human eyeballs in the rear and we
have modeled this in the AI.
COMBATSIM: Tell us about countermeasures.
L.R.: There are two levels of counter measure for the game:
level one is your on-board self-protection jammer, which we modeled
after the ALQ-131, and level two is area jamming. For area jamming we
have EA6Bs and some bombers. Two important factors affect your ALQ's
ability to protect you: your enemy's radar strength and your range from
the transmitter. The type of radar also plays a factor in its ability
to burn through to a lock, and we model five or six different levels of
ability.
Su27 Kill. Click for larger.
The radar range equation includes a variety of factors including
power output, antenna size, pulse repetition rate, signal to noise
ratio, and so forth. Detection ability is also influenced by jamming,
doppler notches, and ground clutter. [Ed. This is why it's wise not to fly in a straight line for very long in Falcon 4.]
Su27 Kill. Click for larger.
COMBATSIM:
How is air defense modeled in Falcon 4?
L.R.: The air defense network in the game breaks down like this: there
are a handful of long-range search radars plus some local SAMs radars.
The long-range radars are the ones that will normally track you, while
the local SAMs, unless they want to distract your attention, keep their
radars switched off.
The long-range radars tell the SAMs where to look. If you manage to
take out enough area long-range radars the SAM sites will then be
forced to use their own search radars. But these small search radars
are not as effective for detection.
Communication is two-way. If you manage to evade the long-range
radar but are picked up by a local radar, your position is immediately
communicated throughout the entire network. You will also find that the
ground stations are capable of playing radar games. The game, if you
want to call it that, requires that each ground radar take a turn at
lighting up your aircraft for just a few moments at a time. [Ed. For a more detailed explanation of this tactic, see the Games People Play extract below.]
Games People Play
From Dave Pascoe's F4 Survival Guide:
This sim employs real world air defense array tactics. Amazing!
Arrays are large emplacements ---a group of SAM batteries---designed to
entrap you within their envelope. The tactic is that different sites
alternately light you up, each for just a few seconds. The use of this
tactic is an attempt to cause panic and to literally overwhelm your
defenses.
You see, those site operators are attempting to ensure that you do
not know exactly where they are. They do this by turning their radars
on and off in a predetermined sequence that can make flying any kind of
mission maddeningly difficult, particularly a SEAD. You get maybe a
dozen blips on your radar warning receiver (RWR) but you can't lock
onto any of them! Unless you have a strategy for defeating them,
there's only one thing to do in this situation: get out!
Strike Mission. Click for larger.
COMBATSIM:
After the 1.04 patch many players noticed that enemies would rarely
launch radar missiles beyond visual range. Can you tell us if this has
been corrected?
L.R.: Yes, there was a problem there but it's been fixed.
COMBATSIM: We've noticed that when we allow the Combat
Autopilot to take over the duties of flying and fighting our aircraft,
many of the aircraft maneuvers executed pull G's beyond the limits of
human endurance. Are the enemy planes run by the same AI that runs the
combat autopilot feature? If so, doesn't this put those of us who fly
at full realism settings at a disadvantage?
L.R.: The Combat AP is somehow detached from the general G limit model.
It's a bug. But enemy AI does have the same limits as the virtual
pilot. Of course, this will vary somewhat with the skill rating of the
particular AI pilot. Your readers may be interested to know that enemy
pilot skill is plotted along a bell curve. Because of this, even if you
have Ace AI selected, you will still encounter a range of skill levels
in your opponents, including an occasional novice pilot.
Strike Mission. Click for larger.
COMBATSIM:As Lead Programmer for Falcon 4.0 you
obviously must have to deal with insanely minute details. So I have to
ask, does living down at the program code level day in and day out
affect your overall enjoyment of Falcon 4.0?
L.R.: Even though I know how everything is designed to work, I'm always
intrigued when I watch a scenario unfolding on a monitor in real-time.
Even I can't know what will happen next because of the highly organic,
dynamic nature of the AI. It never fails to surprise me and that's fun.
COMBATSIM:
What's your next challenge with respect to AI development?
L.R.: The concept of Master Tactics. Right now there is a
concept of a four ship picking a maneuver and executing it as a four
ship. It has some connection to its package but not a lot. It knows
where its package is, and it knows what it's supposed to defend, but
the communication between flights in the package is still limited---we
wanted to do more. That's the next big thing on the AI side. You will
see a four ship in a particular formation, you'll change formation to
counter it, and they, having seen your change, will react accordingly.
COMBATSIM: When will we see this?
L.R.: Falcon 4.0 is an ongoing product, so you shouldn't have to
wait for an add-on to see this. However, I dont want to give your
readers the impression that they'll see Master Tactics in the next
patch. That'll come later.
COMBATSIM: What can you tell our readers about the patch?
L.R.: 1.05 has become 1.06, and the emphasis on 1.06 is
stability. It primarily addresses crash problems, memory problems, and
fixes the frame rate slowdown with the 2d cockpit. 1.06 has been tested
internally and was recently turned over to external testers. We plan to
start addressing specific gameplay, bug, and multi-play issues with the
1.07 patch. The code for that is already in small scale testing as is
the networking patch. Once it's out, the art patch should be ready.
COMBATSIM: What details can you give us about the art patch?
L.R.: Basically, the art patch contains new vehicles and cleans
up the air bases. You will see better texture maps around the air
bases, increased object detail, and more objects around the base.
You'll also see new aircraft; but, for the moment, the specific types
will have to remain a secret.