And now for something a little different... Sierra is modeling the
North African campaign, which was a very unique theatre in WWII, with
unique tactics and unique aircraft. We fielded an interview, and here
for the first time you will see a listing of the aircraft Sierra is
modeling in Desert Fighters.
Q. Why, do you think, has it taken so long for the industry to come
back to WWII scenarios for flight simulators after the inundation of
jet ones?
A: Large segments of the gaming industry have always been
followers. If another company makes money off of a particular title or
genre, the followers do one too in the hopes that they can get in on
the wave and make some easy money. Unfortunately, the industry was
going through a phase where a prominent developer was making money on a
particular genre (jets) and the rest were following. Once a prominent
developer revisited the WWII market, the others followed.
However, with the glut of WWII titles that were released last
year, and with the fact that only one of them made any real money, the
trend is now starting to swing away from flight sims in general, and
WWII sims in particular.
Q. What is a realistic, projected release date for Desert Fighters?
A: The fall of 1999.
Q. Please tell us what are genuine system requirements, not just
minimums or even recommended? We find "minimum" barely runs at all
and "recommended" still has notchy, stilted action in some
situations. Include not only RAM and CPU speed, but graphics
card criteria as well.
A: There are too many unknowns at this time for me to say. However, my
fastest machine is a 266 with 128 meg and a Voodoo2 card. I expect the
game to perform well on this platform.
Q. We think simmers will like the unique North African
campaign. Everything else has been done more than once, but this
theater is a first. Explain when the campaign begins and how it can
progress given player success or failure.
A: The campaign begins in March 1941, just after the Luftwaffe arrived
in the theater. If you join as an American at the beginning, you will
fly for the RAF as an Eagle for about 9 months and then will be
transferred to the USAAF in January of 1942.
The player's performance in the air is measured by their impact
on the supply level of the opposing side. Damaging a port can cause a
slowdown in the influx of supplies to the owning side. Destroy ground
vehicles, aircraft, etc. and you directly impact the current supply
level.
Meanwhile, the ground forces use supplies to conduct battle and capture
territory. By being particularly effective (or particularly
ineffective) the player's actions in the sim can have a direct impact
on the ability to win the ground battles.
Q: How many total and how many flyable aircraft are there?
A: This is difficult to nail down because I want to get as many
aircraft models into the game as possible. At this time, we have about
20 non-flyables and 25 flyable models that will be in the game.
Q. Now for the one everybody is waiting for; what are the flyable planes?
A:
As with the previous question, I cannot state with certainty exactly
which models will make it and which won't. However, we do have some of
them done, so here are the ones I KNOW will be in the game.
Flyables for the Allies:
Hawker Hurricane IIb (12x .303)
Hawker Hurricane IIc (4x 20mm)
Hawker Hurricane IId (2x 40mm)
Supermarine Spitfire Va (8x .303)
Supermarine Spitfire Vb (2x 20mm, 4x .303)
Supermarine Spitfire Vc (4x 20mm)
Curtiss Tomahawk IIa (2x .50, 4x .303)
Curtiss P-40B Warhawk (2x .50, 4x .30)
Curtiss Kittyhawk Ia (6x .50)
Curtiss P-40E Warhawk (6x .50)
North American P-51A Mustang (4x .50)
North American A-36 Apache (6x .50)
Lockheed P-38F Lightning (1x 20mm, 4x .50)
And for the Axis:
Messerschmitt Bf-109E-7/Trop (2x 20mm, 2x 7.9mm)
Messerschmitt Bf-109F-2/Trop (1x 15mm, 2x 7.9mm)
Messerschmitt Bf-109G-5/Trop (1x 20mm, 2x 13mm)
Messerschmitt Bf-110D-3/Trop (2x 20mm, 4x 7.9mm)
Focke-Wulf Fw-190A-4 (4x 20mm, 2x 7.9mm)
Junkers Ju-87B-2 Stuka (2x 7.9mm)
Junkers Ju-87D-1 Stuka (2x 20mm)
Junkers Ju-87G-1 Stuka (2x 37mm, 2x 7.9mm)
Macchi C.200 Saetta (2x 12.7mm)
Macchi C.202 Folgore (2x 12.7mm, 2x 7.7mm)
Macchi C.205 Veltro (2x 20mm, 2x 12.7mm)
Savoia-Marchetti SM.91 (5x 20mm)
Non-Flyables:
Bristol Blenheim Mk.I
Bristol Blenheim Mk.IV
Douglas Boston Mk.III
Douglas A-20C Havoc
Douglas A-20G Havoc
North American Mitchell Mk.I
North American B-25A Mitchell
North American B-25B Mitchell
Consolidated B-24D Liberator
Savoia-Marchetti SM.79 Sparvietto
Junkers Ju-88A-10
Junkers Ju-88A-11
Junkers Ju-52/3m g5e
There are a couple more flyables that might make it and a few more
non-flyables that should make it, including recon and transport craft.
Q: Tell us more about the campaign structure. How does it flow?
You can choose to play for either one of the four "services": Royal Air
Force, United States Army Air Force, Luftwaffe, or Regia Aeronautica.
Additionally, you can choose to start the campaign on any one of four
start dates: March 1941, January 1942, July 1942, and January 1943.
As a pilot your job is, to put it simply, inflict damage to the
enemy supply system while protecting your own side's supply assets.
Generally speaking, the side which is able to maintain more of it's
supplies will be the one that wins the war.
Of course, transporting supplies over a considerable distance
to the front results in attrition on the supplies, to the point where
you would expend all of your supplies in simply transporting them to
the front lines. At that point, your side would need to withdraw its
forces to a more defensible line. As the ground forces advance and
retreat, your unit will be moved forward or back as needed to maintain
it within an effective operational distance from the front.
In addition to incoming supplies, each service will receive replacement
aircraft at various intervals. These replacements are distributed to
squadrons to replace lost aircraft, with the remainder being placed
into a reserve pool for future use. When new aircraft models are
received, the most effective squadrons will get upgraded to the new
models with the old models being relegated to the reserve pool.
However, if a squadron incurs losses such that they cannot
field a flight of aircraft and there are no more of that model
available, the squadron can be reassigned to fly an older type, of
which there is a sufficient quantity to equip the squadron.
Each of the four campaign periods is divided into about 50
randomly generated missions. You may go several days without having a
mission and, on days in which there is a ground battle taking place,
you may be tasked with up to three missions per day.
The battle ends and the game is over whenever one of the following conditions is met:
a. The campaign end date of December 31, 1943 is reached.
b. The Axis captures Alexandria.
c. The Allies capture Tunis.
d. Either side in unable to launch air operations due to depletion of pilots and/or planes.
Q: Let's talk about dynamics. Everyone has their own idea of what this
means. What are the essentials of a dynamic campaign for Dynamix and how has
the campaign engine changed and grown since Red Baron II?
A: To my way of thinking, if a system is "dynamic" it is "reactive",
i.e., it reacts to the user's input. Red Baron II/3D was dynamic in the
sense that the real-world aces (Richthofen, Ball, etc.) were put into
the world at their entrance date and could be then killed before their
historical date of death or could be successful and live past their
historical date of death.
Likewise, other pilots in the world would have a life of their own once
they entered the game, living or dying as their skill and fortune
allowed.
However, other than the pilot's lives, there really wasn't any level of
dynamism in the game. The front lines stayed at their historical
locations, airfields were activated and deactivated according to an
historical schedule, and even the missions, randomly generated though
they were, were entirely static and non-reactive beyond the initial
generation.
Desert Fighters, on the other hand, is entirely reactive in
almost every aspect of the game. All pilots in the world have names,
abilities, and scoring records. Rather than giving the player an
historical name, such as Marseilles, which they can expect would
perform at a certain level, all the pilots are fictionally generated.
Part of the fun in the campaign game will be identifying which pilots
and units are the elite ones. Because each of these pilots have
abilities that are revealed as they become more experienced, it is in
your best interest to keep pilots on your side alive. Maybe it is
better to take a failure on a mission rather than risk losing the
majority of your pilots.
Secondly, our campaign game is entirely reactive. The abilities of
the pilots has a direct bearing on their success in the air, which has
a direct bearing on the supply levels, which has a direct bearing on
the decisions and results of the ground war. It is entirely possible
for the Axis to capture Alexandria and it is entirely possible for the
campaign to result in a stalemate, with the front lines stabilizing
somewhere near Tripoli.
Finally, our mission generation system is entirely reactive.
One of the things I wanted to avoid was the empty world syndrome that
was prevalent whenever the player strayed from the assigned mission
path or plan in a game like AOTP or AOE. I don't think it is possible
for a lone fighter to go tooling around Northern France in 1944,
beating up every airfield in sight, only to see nothing but small arms
fire in return.
In Desert Fighters, no matter where you go, you will have the
chance of running into something: a supply column, a flight of enemy
transport planes, a wandering patrol of Messerschmitts, or a flight of
Stukas working over a friendly tank column. Or you may run into an
outbound formation of enemy bombers and escorts on their way to your
side to wreak havoc on some unknown location, which may be your own
home airfield! These are but a few of the situations you will encounter
as you fly around the North African skies.
Q. Are we going to see persistent damage and resource management across
missions in the campaign?
Yes. Permanent targets, such as ports and airfields, will have damage
persistence that is repaired at a variable rate, depending on relative
supply levels.
Q. What elements create the flow between missions? What will we see for mission debriefs and mission intros in the campaign?
Well, since this is not a scripted campaign, there aren't all kinds of
fancy briefings with videos, voice, and such before and after each
mission. The daily mission flow will commence by checking your missions
listing to see the primary and secondary missions for the day. If your
pilot is of sufficient rank (you can start with any rank you like), you
can choose which mission to fly, how many planes to use, and which
pilots will fly those planes.
After clicking the FLY button, you get the opportunity to set the
loadout for your flight and read the mission briefing, complete with
the goals of the mission and the criteria for success. Upon returning
from the mission, your performance is evaluated and you are told why
you succeeded or failed in the mission. A log of mission events is
displayed and your kill/strike totals, damage, and losses are
displayed.
Upon returning to the shell, you can view the world news, which
includes news bites from various parts of the World War, information
about pilots or other intel about theater, and any results from the
ground war. You can view and print the various scoreboards, which
detail the top pilots for each squadron, service, and for the entire
theater, and can edit paint schemes as well as squadron and pilot
names.
Q. Are there any night missions?
In regards to the
dynamic campaign, no. As far as the multiplayer sessions, there is
continuous time - dawn, daylight, dusk, night.
Q. Are the single missions based on a historical event that the pilot
determines the outcome of, as in previous Dynamix simulations?
No,
we do not have any historical battles or pilots, like in previous
Dynamix flight sims. The intent here is to allow the player to create
their own history using an historically accurate environment and
equipment (with some licenses). I cannot think of any way to allow
historical events to occur within a truly dynamic campaign system
without them appearing out of place.
Q. If pilots create custom missions, how much tactical/strategic detail can they design?
There is no mission builder, per se. The player can save an exciting
mission after it has been flown, allowing a others to try their hand at
the mission. The player does have the ability to set the mission type,
mission area, type and number of aircraft on each side, whether the
player's flight has escorts, whether to allow encounters outside the
mission area, and whether to use unlimited fuel, ammo, and/or ordnance,
for FLY NOW missions.
Q. Will we meet real aces as we did in Red Baron, Aces Over The Pacific and Aces Over Europe? Who will we meet?
No,
we have avoided the use of real personnel in the game. There are
several reasons for this, chief among them being the expectations
raised by using an historical figure. Additionally, with the shorter
development schedule we had, it was not possible to both research out
all historical facts and figures and to design a unique, dynamic system
that will give far more replayability than has been in any of our
historical sims in the past.
Q. Tell us about the challenges this creates from the designers
perspective? How many individual characteristics can be programmed for the fighting style of one Ace vs the other?
Well, to be honest, this wasn't a very difficult process for me because
of my background in working with Front Page Sports titles. I took the
basic design of the "player generator" in baseball and modified it to
fit the unique requirements of a "pilot generation" system for a combat
flight sim. The specific abilities were determined by the AI programmer
based upon his AI system. Simply by the process of random distribution
we will have a wide variety of pilot abilities, from the Experten to
victims.
Q. Most campaign based sims these days have various skill levels for AI
pilots. Will we see growth in skill of our comrades during the campaign?
Yes. As mentioned previously, all pilots have various skill ratings,
with both a current and potential level. As the pilot completes
missions, he is able to realize more of his potential and thus be more
effective in the air. By keeping your wingmen alive, as well as any
other pilots on your side, your effectiveness as a fighting unit is
increased. As a player, I want a reason to care about preserving pilots
on my side and this will certainly accomplish that goal!
Q. Do AI pilots use the same flight model as I fly? Are they
subject to blackout and red-out and fatigue? Will they ever panic or
lose sight across a wing?
I cannot speak in absolute terms about what the AI will or won't be
able to do yet, as it is still in development. However, one of my
requirements is that the AI always flies the "accurate" flight model
and that they do not have super-SA (situational awareness). By using a
ratings based pilot system, we have a basis for determining an
individual pilot's ability to see the enemy. I've always hated it when
an AI pilot ALWAYS knows where you are, even if you are on the other
side of a cloud. I'm confident we can achieve our goals in this regard.
Q. Tell us about the manouver repertoire of AI pilots.
Again,
I cannot speak in specifics, mainly because it isn't something I am
personally taking care of. Mike, our AI programmer, has a background in
AI development, has studied Shaw, and has conducted a survey of various
flight simmers to get their opinions on the "proper" action to take in
a series of potential situations with a variety of pilot abilities.
The specific maneuvers that can be performed should include all of the
classic maneuvers as well as any that may result from maneuver
combinations as the AI "changes its mind" in the middle of a maneuver.
Q. How will multi-player missions work?
The multiplayer
game is very much like the Red Baron 3D multiplayer, except that we
have added a few new game types. In addition to the melee, team melee,
and "King of the Hill" (same as "Get The Baron") games we have added a
game type called "Courier" where a player will get points for flying to
specific airfields, landing, and coming to a complete stop. Since only
the "Courier" knows he is the courier, there is a lot of subterfuge and
misdirection that can be applied to prevent the enemy side from knowing
which plane they need to shoot down.
Another game type is called "War" and adds several dimensions that have
been requested by the online community. The host administrator has the
option of using limited aircraft availability for some or all of the
planes in the game. Additionally, the game will launch tank columns
aimed at enemy held landmarks. The job of the enemy is to protect the
defensive anti-tank guns and to destroy the convoy, while the job of
the friendly units is to protect the convoy and destroy the anti-tank
guns.
Finally, we've expanded the possible number of teams up to four
and have added more automated functions for creating and maintaining
game servers.
Q. Tell us about challenge options. Will there be novice levels
for those of us cannot kick a 109 out of a spin quickly or nail a B-24
in one gunnery pass as well as?
Yes, there are a wide variety of realism options available, each of
which is individually configurable. The lowest level of realism will be
playable by novice players and the highest level should prove a
challenge to the more experienced users.
Q. What type of visual graphic terrain variation will occur in the desert?
The terrain is really quite uneven. In the east (Egypt) you have a
predominantly flat terrain, punctuated by wadis, the coastal
escarpment, and the Quattara Depression, which extends to a depth of
about 100 meters below sea level. In the west (Tunis and Algeria), the
landscape is extremely mountainous with a small coastal plain.
Q. Will there be over-water missions and if so, will the Mediterranean
look unique such as warm and aqua blue compared to the universal ocean
blue of every other sim?
I haven't seen the final terrain tiles yet, so I cannot say what color
the Med will be. As for missions over water, it depends on whether we
can get ships into the game or not. Regardless, you will have missions
that take you over water and missions against harbors, which serve as
the source of supply.
Q. Will we see realistic weather? Rain would be interesting over the Med.
I haven't seen the weather effects yet, so I would rather not comment on exactly what gets into the game.
Q. We understand we will finally be able to "paint" our aircraft
and change or create squadron markings to pilot preference. Tell us
more.
The concept is very similar to that contained in Red Baron 3D except
that instead of having a bunch of parts that need to be put together,
you have a single texture "sheet", which contains all the parts
necessary for the aircraft. The interface has been completely
redesigned and should prove to be much more usable than the one found
in RB3D.
In campaigns, you will be able to assign any texture to any
squadron. In the other portions of the game, you can assign a texture
set to any pilot, which can contain texture definitions for every
aircraft type in the game.
Q. Will the graphics involve detailed damage effects, such as
pieces flying off, incendiary round's hits and such? Will we see holes
or tears in wing fabric?
Our aircraft models include a number of break points, allowing
pieces to be shot off. Additionally, as you hit the aircraft, you
should see "chunks" coming off, giving a nice, rewarding visual
feedback. We've also got a system that will show bullet holes on the
aircraft model, which are dynamically placed wherever the plane is hit
(as opposed to a fixed set of bullet holes as was in AOTP/AOE).
Q. Speaking of damage, how specific is the damage modeling for various
aircraft?
I'm
not sure what you are asking here. Aircraft with multiple engines have
multiple damageable engines; those with twin rudders have two rudders
that can be damaged. There is no single generic damage table, each
aircraft type has it's own.
B24 Liberator
Q. Let's talk about physics modeling. Fighter Squadron has pushed the
envelope in this area, what are the goals in Desert Fighters?
My primary goal is to produce a fun game. For some people that means a
flight model that is so squirrelly you can't take your hand off the
stick, for others it means a flight model they don't have to fight,
leaving them free to fight the enemy.
I think the lack of success of most of the WWII sims on the
market is because the developers forgot they were making games. They
fell in love with their "physics" and listened solely to the hardcore
market, forgetting that the hardcore is only a portion of the entire
market.
I'm not saying that I intend to ignore the hardcore market, but
that I am not going to ignore the "mass" market. There are a lot of
people that have been turned off of flight sims by the extreme
difficulty of the latest round of games, both in the flying portion and
in the user interface.
How many people really have the time to study a two-inch thick
game manual? I know I don't, nor do I want to anymore. I want a game
that I can jump in and play in a minimum amount of time.
Q. Everyone wants exact control of their wingmen, such as
directing them to attack a certain enemy or to cover them better. What
can we expect from Desert Fighters in the area of command A.I.?
The AI pilots will be able to warn you of incoming aircraft or ground
objects they spot. They will be able to warn you when you have an enemy
on your tail and will be able to accept commands directing them to
perform certain actions, such as attacking, retreating, forming up,
etc.
You will not be able to single out a specific aircraft and tell a
specific pilot to go after that one, but the real pilots couldn't
necessarily do that either. However, you will be able to direct
individual sections to attack individual types of objects (bombers,
fighters, ground vehicles, etc.).
Q. Desert Fighters centers on the ground war. Tell us about AI for
ground objects? What kinds of actions and responses will we see?
The first thing that AI needs to do is to shoot at aircraft. The AI
will go through a detection and identification phase, which means that
they could misidentify friendlies as enemies or vice versa. The size
and shape of the aircraft is a prime factor in determining whether the
aircraft type is identified as enemy or friendly. For example, the
Liberator is the only 4-engine plane in the theater, so when it
appears, there is a near 100% chance of properly identifying it.
On the other hand, Hurricanes, 109s, and Mustangs have a very similar
shape and appearance from certain angles, so there is a greater chance
of misidentifying those craft. After determining that they are facing
an enemy, each AA gunner picks out a target and fires when that target
is within range. Based on target distance and speed, the AI will have a
certain aiming radius around the aircraft which, on subsequent re-aims,
will tend to get smaller until the aircraft is hit.
When attacked by air units, motorized ground units will scatter
in an attempt to provide a less concentrated target to the enemy air
units. After the attack is finished, the ground units will reform and
continue on their way.
Q.With no radar in those days, how is detection modeled in the
sim? What factors contribute to my squadron being spotted when I make a
dawn raid on an enemy base?
Detection is based primarily on your proximity to enemy troops and your
altitude and speed. Additionally, size and shape have a lot to do with
whether you are detected as an enemy or not.
For example, if you come roaring in to an enemy airfield on the deck,
there is almost no chance that you will be detected until you hit the
airfield. But, if you come in at 10,000 feet, you can expect to see
enemy aircraft taking off in response to your presence. Hit them with
enough surprise and you may be able to catch some enemy aircraft on the
taxiway.
Q.Are we going to be in danger from infantry?
All
ground troops are capable of putting up some kind of anti-aircraft
fire, so you are in danger from that aspect. If the enemy ground troops
advance into your sector, you may have to abandon your airfield and
take up residence somewhere in the rear areas.
Q.In Desert Fighters the player can change history and the Axis can
win. This really adds an element of intrigue to the sim. What would be
required for this to occur?
To win the war for any of the services, you must do several things.
First of all, you need to hit the enemy where it hurts. You need to
destroy his equipment, which will cost him supplies, and you need to
destroy his source of supply, i.e., ports. By damaging ports, you
reduce the amount of supplies they can take in each day.
Bristol Blenheim
Secondly, you need to protect your own supplies and equipment, thus
allowing your forces to build up a supply advantage, which allows them
to launch attacks and capture territory.
Finally, you need to preserve the lives of your pilots. As they become
more experienced, they will be able to have a greater impact on the war
effort.
Of course, a bit of luck is required as well.
Q.What type of time compression will Desert Fighters have besides
autopilot? Pilots want to bug out when they are some distance away from
the action but many sims restrict this, creating a boring wait.
Desert Fighters will have two levels of time compression. First, it
will have the time compress like Red Baron 3D has, allowing up to 16x
normal speed. Naturally, you will want to engage the full autopilot
when in this mode.
Secondly, we are returning to the "warp" type of autopilot
found in our earlier titles, AOTP and AOE. Press the "warp" key and you
will be advanced to the next point of action. Due to the large
distances involved, this is really a necessary feature.
Q.Given the variety of flight controllers and graphics cards that
exist, did most of them get addressed in your development? Is there
specific support for Glide?
Yes, we have specific Glide support as well as the generic OpenGL
support. We've also retained the software render mode for those people
that don't have 3D cards.
As for flight controllers, we've designed a controller
configuration/mapping system that allows the player to set up their
controller the way they like it. The controller "mappings" are then
written to a file which can be assigned to any pilot in the game as
well as being portable to other users and systems.
Q. Are the keyboard and controller commands re-programmable by the
user, since many of us develop favorite preferences from other
sims?
A: Yes, they are completely configurable, with some minor limitations
(mouse cannot be reassigned). Additionally, the user will be able to
create command "macros" that can be then assigned to any key or button
they like. The most common use for this will be creating comm macros
for use in multiplayer, but enterprising users will be able to make
macros for things like post-take-off clean-up (up with the gear, up
with the flaps, arm all guns, etc.)
No, but there is a "mouse-look" feature that allows you to move the pilot's head with the mouse.
Q. Everyone always wishes to be able to modify armament. What
does Desert Fighters give us in this area and how will you prevent
cheating in online play?
Each aircraft type has a number of configurations that can be selected,
some of which include different gun pods as well as ordnance and
external fuel options. Beyond that, however, there is no custom
configuration of armament in the game, except to allow for unlimited
ammo, of course.
To help prevent cheating in multiplayer, we do a check on the game files to ensure they are unmodified.
Q. Is your team consulting with any Luftwaffe and Allied pilots to
model characteristics for more realistic scalable flight models for the
sim "experten?"
Not yet. We have created a partnership with the American Fighter Aces
Association in which we will tap into their membership base for this
assistance.
Q. Sound, and now, sensor seats and cushions are a big factor for many
simulator pilots. We've all found certain great sounds and tactile
feels in certain sims. One will have excellent weapon sounds but poor
engine sounds, where another will feature good sounds until ordnance
strikes the crate and it sounds cheesy. What have you done to create
balanced realism in this area?
Well, it all comes down to judging for ourselves whether something
sounds "right" or not. Of course, this is based on our experience with
these sounds, from movies, TV, and other games. I guess it all comes
down to making a judgement call.
Q. Will you support surround sound, and if so which APIs will be supported?
I don't know the technical capabilities of the sound system yet.
Q. European Air War has many excellent patches, as did your RB,
AOTP & AOE. As always, they were done by hit and miss
experimentation. We understand Dynamix is going to assist folks that
want to hack files by posting info on the web site and allowing files
made by them to be uploaded for all to use! Why this change of attitude
to help?
I think the huge response to user created files for Red Baron II/3D
showed folks here that there was a big need for that kind of support.
Some of us have always been in favor of allowing user mods, so long as
it didn't impede development.
Q. If Desert Fighters is the hit we hope it will be, are there any
plans for expansion modules to include new aircraft or later campaigns
fighting over Italy and Sicily?
Well, I do have some definite plans for the future of flight sims here
at Dynamix, but I'm not at liberty to discuss them at this time.
Suffice to say that we are quite aware of the need for something
different in the flight sim gaming market as well as the need to
maximize development efforts so we can continue to make these kinds of
games.
Q. A complete, Dynamix style simulation involving Russian aircraft has
been wished for by virtual pilots forever. Any thoughts on this?
Russia would be a perfect fit for the mold we've created with Desert
Fighters. The dynamic campaign system fits, a lot of the aircraft
models fit, a lot of the ground models fit, etc. etc. We'll see what
the future holds, but as a WWII flight combat fan, I've certainly got
one eye trained eastward…
Q. Finally, how detailed is force feedback support? Is there
configurability built in for the individual player?
That really hasn't been addressed yet, beyond the basics, so I can't discuss what will be in the final product yet. Sorry!
Thanks, and best of luck!
Thank you for the opportunity to talk about the game!