Title: Falcon 4.0: F4 LAN Report II By: Dan 'Crash' Crenshaw and Jeff 'Rhino' Babineau Date: 1999-04-19 1222 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
The Rebirth of Falcon 4.0
Test System:
P2 450 @ 504, ASUS P2B
256 Megs PC100 RAM
Canopus Spectra 2500 Riva TNT, AGP
2- Creative Labs 12 meg Voodoo II-SLI
SB Live PCI
3COM 3c905 10/100 NIC, PCI
It is time to take a good look at Falcon 4.0 again. We at the
Deltahawks spent months (years?) on this project and contrary to what
was recently posted, the beta testers we worked with were VERY
surprised that Falcon was going to be released last Christmas.
There were a lot of things we still did not see accomplished or
completed, but as MPS broke for the finish line we stopped getting any
more updates. When we heard they went "gold" we all crossed our fingers
and said, "I hope they fixed the crashes," "I hope they fixed BVR," "I
hope they fixed…"(insert long list here.)
To further frustrate our local group, multiplayer was about as broken
as it could get. We all knew the main crux of our input was multiplayer
and we saw some GREAT versions of multiplayer but as the release date
approached, multiplayer took a back seat to fixing "Class A" crashes.
But we had glimpsed the grail, and we knew what we saw.
We knew that Falcon even in its EARLY beta phase was the best flight
sim we had ever seen. RHINO had just received a release version of
another beta project he was on that NEVER crashed and even then we knew
that Falcon 4 beta was still a better game. We KNEW that it was
unsurpassed in its combinations of options, gameplay, realism and
detail.
Secure in our convictions, we had NO problem touting this fact to every
newsgroup, Internet mag or whoever would listen. Even after constant
personal attacks about our motives and having to defend ourselves every
step of the way from newsgroup "annoyers par excellance," we felt it
was vital that we let you all know that this game was the best thing we
had ever seen. We felt that it would be foolish to call yourself a
modern flight sim fan if you did not own this game.
This approach didn't endear us to everyone, and some were suspicious of
us. Everyone had heard far too many times how this sim is gonna do this
and that sim will do that, and many were skeptical.
How could any sim be all that we claimed for F4? But we had no ulterior
motive; we were fans of the genre, maybe the biggest fans out there. We
don't work for any game company. We have no sponsorships. We would gain
or lose nothing if the game sold 1 copy or 10,000,000 copies.
Rhino's HUB.
F4: MAYDAY!
As F4 hit the shelves we saw over 700 posts a day about Falcon 4.0.
Everyone was excited that they finally owned the elusive Falcon 4.0.
Then, inevitably, the weaknesses were exposed. Many parts of the game
were broken, and for many players crashes were frequent.
Worse, the multiplayer campaign was almost completely gone. Sadly, many
of you that tried to see the forest through the trees, gave up.
We LAN players read all the magazine reviews and watched the awards
multiply, and RHINO joked that Falcon was deservedly the "Simulation of
the Year", but perhaps it should be rated at 50%. Where was the BVR AI,
the ATC, wingmen AI, the TWS, missile launch warnings, MULTIPLAYER,
etc. etc. ...
OK. That was a mere four months ago. But today, on April the 19th,
1999, fellow flight sim pilots, Falcon 4.0 has arrived. There are still
some tweaks and some fixes to deal with, but ladies and gentlemen, we
have a game!
April 17th, 1999 LAN Meet
On this weekend the 209th VFS Delta Hawks met for their
monthly LAN meet. We had the latest and greatest network code to test
in FALCON 4.0. My last report revived the excitement of some members
whose attendance had waned. We have also had some potential new members
prowling the fringes, and they pounced after the earlier review.
On Friday night we usually have five or six pilots setting up and
starting off the weekend, with the balance showing up Saturday morning.
This meet we had sixteen on Friday night. This number was stable
through Saturday and we still had ten or eleven on Sunday morning. As
people kept showing up, RHINO and I starting wondering just how many we
would be able to get into a campaign together. We were soon to realize
that we didn't have a lot to worry about.
Friday night, tech issues were quick and petty, so flying was going to
happen early in the meet. We found out immediately that we didn't have
to wait until the flight was in the air in order to avoid moronic AI
pilots taxing through us, being set in the middle of a field somewhere,
etc. We were able to all click on FLY and drop into our cockpits as
fast as our machines would let us. We would get clearance to take off,
pull onto the runway and go.
There are still some ATC issues, with the controllers giving clearance
and then reprimanding you after you follow their instructions. But
since the code we are testing is strictly network code laid over 1.06,
I am not overly concerned. I expect we will be testing 1.07 with this
new network code by next fly in and will see improvements in all these
areas.
Ten Little Vipers
Our first few missions were flown with ten human pilots and
one acting as a severely handicapped AWACS station. (We hope in the
future that a real AWACS interface can be developed but in the interim
we desire some useful AWACS info like the "F10" view info in Flanker
1.5.) We initially all chose the same squadron to work from, so we were
able to choose flights that would be close together in time and target
area with ease.
We started off emphasizing attacks on air defenses and SAM sites.
Having all humans flying made these attacks very effective.
Unfortunately many of the newer and less experienced pilots had some
difficulty evading SAMs and air attacks. A few quick lessons and we
were able to teach most of the others how to break and dive for the
deck at SAM launches, the most effective SAM evasion tactic we have
found. Radar masking is still not employed due to the huge CPU hit it
would bring to the game, but at least it appears that flying low will
not allow SAM gunners a target and of course, missiles cannot fly
through a mountain.
LAN Meet.
As for the air threats, we decided we needed to support the strike
packages with ESCORT flights. When they were available, I would grab an
ESCORT flight that was supporting one of the STRIKE packages. With
anywhere from one to three pilots on my wing, the STRIKE packages did
much better at getting in and out alive without getting jumped by enemy
aircraft.
The SAMs, however, were still a problem. After a few flights, we were
getting a little tight on available aircraft. When you have twelve
humans, and three or four lose a plane per mission, after three
missions you're running short on hardware. We got a re-supply at one
point, but it was only a temporary stop gap.
Come Home, Boys!
Our biggest problem was that we had learned some very bad habits. We
were used to just flying until the game crashed and at least we could
have some fun. But then we noticed something, we now have FAR more
humans in the game than we ever did and the game is NOT CRASHING!
All of a sudden reality set in and RHINO, our illustrious CO, insisted
that the group pay far more attention to bringing the aircraft back
than how many tanks we killed. "He who runs away, returns to fight
another day." Ok Not real brave but at 25 million a piece, why waste
your Viper to kill one more $40,000 T-55? GET HOME, your family loves
you and your Squad needs the hardware!
Saturday we started a fresh campaign. We decided to try a
little twist and split up the pilots among 2 squadrons. This gave us 40
planes to start with instead of 20. This also allowed us to test a
feature we never thought would work or we had previously overlooked.
By splitting into two Squads we now could have half the guys (the guys
on the carpet in the bunker) fly for the 36th FS while the other half
(men on the concrete) fly for the 80th FS. We should be able to sustain
a campaign much better and still fly cooperatively AND competitively as
the inter squadron "esprit de corps" could now come to full fruition.
The fresh campaign started great. Again, I was flying and serving.
By setting the player bubble to 1, I was able to maintain very good FPS
throughout the missions, never dropping below 16 fps even during heavy
action. (We did decide that we will be building a dual processor server
before our next meet with NT 5 to see if this increases the stability.)
Eleven Pilots in Campaign!
Now, if we had eleven people in, why would we need it more
stable? Well, as the war raged on, stability started to drop. We began
to notice issues from previous builds that caused problems. Crashes
became more common by Saturday afternoon. Lock ups and the dump to "fly
by" view returned. But we had to do a reality check as we looked around
the room at all the onlookers and just giggled like little schoolgirls
(shut up) "We have 11 in the campaign!"
We started saving each mission and started either reboots or memory
flushes every mission or two, when we could time it so all the flights
were down at the same time. Dynamic re-entry was working much better,
with only a couple of occurrences where people dropped into the right
location but at ground level instead of in the air.
So, players were getting out of the game to reboot or freshen up and
coming back in pretty reliably. But for the server, me, to do this, I
needed to make sure everyone was out of a mission. And the server is
the system that you need to refresh regularly. (I do need to note that
I always save after every mission. And I did not crash or lock up until
well into Saturday afternoon. We did get one severe occurrence of taxi
way hysteria when our flight was positioned behind 4 A-10s that seemed
to have no desire to take off.)
By dinner on Saturday night, we had had almost 16 hours of pretty solid
campaign flying. (I told you guys before, we don't sleep much these
weekends. ;-D ). We had to start saving and refreshing frequently, but
for the most part, it was very good. We secured the banquet room at
Valley Brewery for the loud, large group for dinner, and the war
stories began to be told.
Debriefing
It was incredible to hear about a hellacious furball some 100 miles
away that BIGFOOT, TANGO and some others had while at the same time
STAIN and I were keeping MIG-29s from scooting in behind RHINO and
VELCRO and their wing on a runway strike. Of course someone had to ask
… "How many do you think we will eventually see in a campaign?" We
can't answer that right now, but it is obvious the more we can include
in a stable campaign, the more fun we have. We saw the enemy engage
BVR, the TWS is working very well, we got missile launch warnings and
most importantly, we had eleven in a campaign!!!
LAN Meet.
After dinner we decided to break up the weekend a little and play some
RAINBOW 6 with some of the new maps available. Now, THIS is a statement
on how well FALCON 4.0 was working for us. RAINBOW 6 is a very stable
networking game; one of the best we have seen with large gaggles of
people. We went back to F4 after a short time with RAINBOW 6 because F4
was more stable!
TE in LAN Play
Sunday morning we decided to see if our huge Tactical Engagement
mission would work. It was incredibly frustrating to say the least. It
just would not let us in without crashing. We later found out that our
old TE missions were all hosed but all we had to do was open the
mission in the current executable, save it, and it was now ready for
action in the current EXE.
Detemined to try TE, RHINO took about an hour and whipped up a
quick TE mission with about 100 ground units, a bunch of enemy and
friendly flights and we took off. We had about 3 hours of solid play in
this mission with the culmination being ESCORTING eight B-52's to bomb
Pyong Yang.
This mission saw seven of us flying, some ESCORT and some
STRIKE with the B-52s. I happened to come across an enemy airfield with
aircraft scrambling after the bombers. I passed quickly and banked
around looking for my wingman (I had a computer jock with me on this
one) to no avail, but did catch a few more blips on my RADAR over the
field.
I called for help from the other humans in the air, but they were a bit
too far out and most were occupied with bombing or protecting the
package from fighters farther to the west. So I drove in and shoved two
heat seekers into what turned out to be the two Leads of four MiG-29s.
Okay, 2 kills, 2 AIM-120s and 2 AIM-9Ms left with to MiGs a little
pissed off. I blew through the remaining MiGs in full burner and
started a slow turn into the strike package. Sorry fellas, I don't care
how tied up you are, I need help … NOW!
I underestimated how fast the MiGs would convert and came to the
realization I would not get to the safety of numbers before they got in
range to fire. I pulled hard into the MiGs, locked the first one up and
let loose with an AIM-120 way too close. The missile missed, but the
MiG broke.
I switched to seekers and stuffed a 9 Mike up his tail pipe, then
rolled hard for the deck, franticly looking for the last MiG. I pulled
down and under for the ground and when I came back up and my blackout
subsided, I had a perfect rear quarter shot of the last MiG that was
turning into me. FOX 2 and my last heater took him out.
I turned back toward the strike package;'one AIM-120 and bullets is not
the safest load out in un-friendly skies. As I banked around, my RADAR
crossed the enemy field and more blips were coming up. It was time to
vacate and I went full burner for the strike group. I have no problem
admitting I called for help the whole way. RHINO and BIGFOOT got a
tally and started to come in to help, and an AI flight of friendlies
also picked up the MiGs and engaged them. All I had to do was get home.
I dropped into the middle of the BUFFS and flew most of the way back
with them. There was some feeling of safety tucked up under the wing of
the big bomber. I pulled out of formation as I approached my base,
lined up for landing, got clearance, dropped gear … and locked up
solid. This phenomenon seemed to happen at the exact moment that
SHOCKWAVE tried to dynamicly re-enter. He came in and was our only
"XYZHSA" (A bug acronym for XYZ coordinates, heading, speed, altitude)
casualty of Sunday.
Other than the few glitches which were looked at this week, and new
builds are addressing them already, the LAN meet was a roaring success.
Once this code is combined with the soon to be tested 1.07 code, I
think we will be seeing what most people thought they should have seen
when they purchased the game. Things are coming along nicely. Hold
tight for the next patch. (Ed. Note: 1.07 should be released to the
outside testing group this week.)
It is apparent that the team of multiplayer testers called the "I-beta"
team have greatly helped MPS get to where we are today in such a short
time. Many of the bugs that have been fixed have been due to all of you
sending in your bug lists and these address many gameplay issues.
But the "I-beta" team tests Internet multiplayer ONLY and clearly this
is the biggest area of improvement in Falcon 4. 1.07. They have been
able to achieve some good numbers in Internet play and it is LAN groups
like us that can stress things that much further by having a larger
group gathering and no limitation on bandwidth. That was always the
promise with Falcon 4. " No limit to players, just a bandwidth limit."
Well my fellow pilots, we are that close. It is time you take
a second look at Falcon 4 if you gave up before. If you have been a
dedicated F4 pilot, then the world of multiplayer F4 is about to open
your eyes to all that Falcon has to offer. Clearly, this game is
unsurpassed and is the new benchmark in flight sims.
RHINO would like to add, "I will brag about this game until I've lost
my voice when they give me 24 players in a stable, reliable LAN
campaign. Thank you, Robin." (Robin Heydon- Falcon 4.0 multiplayer
engineer.)