The highly anticipated sequel to FLANKER and FLANKER 1.5 is close at
hand. The original FLANKER will hold a revered place in the heart the
hard-core sim crowd along side FALCON 3.
FLANKER was, and still is, considered by many as the ultimate flight
simulation, with one of the best flight models in a PC simulation to
date. With the 1.5 update, cooperative multi-play was added which for
many pretty much sealed it as the "only sim on my hard drive."
Balance of Trade
As with any sim, there were game play vs. realism trade-offs, as
well as performance trade offs. The most noted trade-offs were the
graphics. By the time FLANKER released, there were machines easily
capable of a higher level of graphics while still being able to run the
complex calculations demanded by the realistic flight model, AI and
weapons which were taxing the CPU.
The rival for king at the time, EF2000 from DiD, proved that
high-end graphics and realism could be mixed. The flat polygons of
Flanker made low level flying hazardous and for many detracted from the
immersion. But for the true fans of ultra realistic simulations, this
sim was as close as it had ever been.
Eye of the Beholder
FLANKER 2.0 is set to carry on the tradition set by its predecessor.
The first thing you notice of course is GRAPHICS. Where the original
was behind the curve, 2.0 is on par, and in some areas maybe even
better than what is on the shelf today.
While to my eye, the color pallet is a bit bland - somewhat pastel,
almost cartoonie; the overall effect of the images is very impressive.
Detail is very good. High altitude flying gives you a terrain that will
force you to remind yourself it is only a game. Detail on the aircraft
is good, but not a benchmark. My feeling here reminds me of my racing
days and paint jobs on the motorcycles … at 100 miles an hour, who is
gonna know? At 1000 knot closure … are you gonna really see all that
much detail? Not a big deal.
As I flew FLANKER 2.0 at E3, I asked Carl Norman about the
omission of the 2D cockpit. After slewing around the 3D virtual
cockpit, I had to agree with the reasoning. Why? The virtual cockpit is
fully functional, is gorgeous, works well, and adds to the immersion
level.
This is by far the best cockpit in a game to date. It does lack
"clickability", but with the plethora of control panel peripherals
available today, this is a minor annoyance at best. Slew your head
around and you get a very realistic field of view and head motion. So
real, in fact, that your shoulders get in the way at extreme over the
shoulder glances.
Of course the real human eye could compensate for many of the
limitations. But since NO game has ever pulled this modeling off, I
think I can safely say that the views in 2.0 are some of the best out
there.
Low Level and Terrain
Flying close to the ground in 2.0 is exhilarating. Flanker 2.0
may not ship with the best low level graphics around, but they are very
good. There is also a good sensation of speed. I always enjoyed
blasting down roads at 20 meters in the original, 2.0 is even more fun.
Come upon a town and you get another surprise.
None of this textured terrain with a few 3D buildings like most sims.
2.0 has a true 3 dimensional city. The buildings sort of "sprout" up,
or appear, as you get closer, which is distracting. This may or may not
improve from what I was told. If not, it won't be a "game killer", but
it leaves me knowing that there has got to be a better way to do this.
In the Sky
Back up in the air, you can actually see and make out aircraft
at a mile or so out. Missile launches will assist in locating bandits,
albeit maybe a bit too late ;-D , with good smoke effects. Explosions
and various special effects are well done, as good as the current
standard today.
The flight model in 2.0 has improved over the original FLANKER, if you
can believe it. These are little tweaks that have made one of the best
flight models ever just a little bit better. It has a feel that is
comparable to the best flight models out today.
While the flight model of the flown aircraft should equal the best
today, the AI flight models are some of the most true to life and
realistically modeled to date. Aircraft act like and are limited to
true to life principals and properties. You won't see bombers making
45-degree banks or vertical climbs in FLANKER 2.0. The game shows a
great deal of attention to detail in this area.
FLANKER fans will easily be able to jump right into 2.0 with a
minimal learning curve. This includes flying, controls, interface and
even the Mission Editor.
The Mission Editor
The Mission Editor is still one of FLANKERS strongest suits in my
opinion. Working within the limitations of what the sims functionality
parameters are, you can do anything you want with any functional unit.
Missions can be built quickly, easily and with a bit more detail than
the original. A logical evolution.
Not much more can be said about the enhancement of one of the best
mission editors in a flight sim ever. I expect to be involved in the
network testing of 2.0 and will be able to delve deeper into the
mission editor. I am sure there are testers that have a much better
understanding of this area than I do at this point.
Mission Builder. Click for 1024x768.
Training
in 2.0 will also be enhanced. There is a TRAINING UI screen with
various common areas required. The plan includes voice over in this
area to talk you through the maneuver. Based on the success of the
JANES LONGBOW series-training syllabus with the actual instructor on
board, this should be very helpful for new pilots to FLANKER, easing
the learning curve. I hope they can get someone with a voice that you
aren't so inclined to point a 9mm at after the first few reprimands.
While weapons specifications for the Eastern weapons is not as
easily accessible as their Western counterparts, based on the available
data I would venture to say that the weapons are modeled better than
any previous simulation. Real life parameters and tactics will
definitely play an integral role in this sim. Pk and maneuvering
abilities seem pretty accurate as well. I need to play with this area a
bit more, but expect my impressions to be confirmed and more
entrenched.
Avionics Upgrades
Since I am no expert in the SU-27 avionics package, I can only truly
compare it to the package in the original FLANKER. It has all of these
features and a few more as well. There are a few moved gauges and such
on the panel, but all the data is here just like before. The cockpit is
semi-intuitive and will be quickly mastered by former FLANKER pilots.
Multiplayer
Okay, you knew I would get to it sooner or later … multi-player.
FLANKER 2.0 plans to sport a full complement of multi-player
functionality including cooperative multi-play in the campaign and
mission editor created sorties. It looks like it will sport at least
the same abilities as 1.5.
The 209th was able to get 14 in a LAN session in 1.5 in a 48-hour
mission that was built by 6 people and merged. It appears 2.0 will be
as user friendly to 3rd party applications as the original. Expect
add-on campaigns and utilities to enhance the experience here.
Carry Me Away!
The flight sim community has been crying for a hard-core sim
with carrier ops. 2.0 delivers by adding the SU-33 into the mix for
carrier ops. Remember the Russians do not use catapults, only the "ski
jump" nose carriers. This is a new and unique challenge for those of us
used to catapult launches. It is a tense and exciting launch that can
be mastered with a minimum of difficulty.
Click for 640x480 shot of Kuznetsov.
But no matter how many launches you make, each one makes you do the
little "come on, come on, come on" chant. I only managed one landing on
deck so far (my call sign is CRASH after all), but the voice over
training sessions will help newbies. While the aircraft are virtually
identical in all other aspects, the addition of the 33 gives you the
carrier operations that are so greatly sought after.
The Ground War
I saved the ground war for last. If anything in 2.0 is lacking, it
would be this. Some have complained about the "semi-dynamic" campaign,
which to me is an oxymoron, but I will defer this rant to another
article.
Yet as with most scripted/branched campaigns, a little smoke
and mirrors can still provide an immersive and engrossing experience.
But the fly in the ointment of the campaign is that there are no moving
ground forces. The fleets, however, will not be static.
The fleets will return fire with on board SAM and air defense
systems. While I believe these are just water-based versions of the
ground units, I can accept this. And the land based SAM and AAA will
engage you in a similar fashion to the original.
But there is no ground force interaction. There is no true ground war.
If you destroy forces not in your primary target area, they all
reappear in the next mission (one of my biggest issues with many
"semi-dynamic" campaigns). Attrition must be figured into the
scripting, but will not take into account exceptionally good or bad
results. Note, however, that the sim is only in beta and this could yet
change by release date.
If there is any feature that will hold back this sim, this is
it. There has already been much-heated debate on the web regarding this
issue. The die-hard staunch defenders are the FLANKER faithful, who
cannot be faulted for their loyalty. But they are missing the
importance of a realistic backdrop for the air war as well as the lack
of continuity this type of campaign is destined to create.
A Compromise?
At the least, the ground forces within a scripted campaign (or mission
editor missions) should be allowed to move and interact. It has been
done before, JANES F-15 did it with no real problems. This does not
rectify the destruction of non-designated targets reappearing in the
next mission, but would go a long way to shore up the immersion level
of the sim as well as give some sense of purpose to the mission at
hand.
With no ground war, with no ground force interaction, with no attrition
based on performance (instead mission assessment is based on whether
you hit that one special target - on that basis you win or lose, no
other variable) there is no need for an air war.
Yet air sorties are support for the ground troops. Even in Kosovo,
there was not air combat for the sheer sake of air combat. The NATO
forces were bombing ground troops and installations; units that once
destroyed, remained destroyed, and troops that would move and would
interact with ground forces they contacted. Had these troops not been
in Kosovo, there would have been no air war.
I fear that without at least a smoke and mirrors approach to this
problem, it will quickly become frustrating to those of us who are
trying to win a campaign. How many of us have come back from a mission
after obliterating a critical airfield in addition to the factory we
were tasked with only to have jets scrambled out of that very same
airfield for the next mission?
Flanker Salvation?
With this in mind, it is fortunate that the Mission Editor is as
flexible and complete as it is. I foresee a large bank of long-term
goal missions being traded around the web similar to the 48-hour
mission the 209th created for 1.5. With the mission editor, it is also
possible to create your own mini-campaign with frequent breaks and
removal of destroyed units and locations, the possible advancement of
ground troops etc. all via editing.
SUMMARY
FLANKER 2.0 will indeed be a pinnacle in the flight sim
community. It will have a similar impact that the original and its 1.5
add-on had, and will be "must buy" for any flight sim enthusiast that
wants to experience an beautifully modeled Eastern Block fighter. To
compare it to an existing sim would be unfair as it is still in beta,
but expect it to rival the heavy hitters already out or due out around
the same time as 2.0.
But I can't help feeling that Flanker2 is somewhat of an incomplete
product in its planned form of release. Thankfully, there are already
plans to improve on the deficiencies with an add-on in Su-39. If this
second simulation includes a dynamic campaign and moving ground forces,
Flanker2 may yet be the new standard that many of us are hoping for.