I would like to thank the Wayward team for all their help and
hospitality at ECTS. They were extremely generous and put up with me
and my questions for about two hours!
Graham Davis surprised me because he remembered my name from the
list of names that were to be put into B-17 from Bombs-Away. That
showed me that Wayward really were reading posts and listening to those
interested in B-17, amazing in this day of big business!
On Tuesday I went straight to the B-17 II booth. I was really eager to
find out as much as I could about the sim. I had introduced myself to
Ken and Graham on Sunday. On Tuesday Ken was demoing the sim today as
on Sunday.
The first thing that strikes you about B-17 (as you can all guess) are
its fantastic graphics. You really can't compare it to anything you've
seen before in terms of PC sim graphics in my opinion. It was like a
next generation engine, or even a revolution in the way graphics are
presented, superior to anything else in every way.
Ken was flying the P-51 Mustang when I arrived and the 3D cockpit
was incredible. I described in an earlier post how I initially thought
the in-cockpit graphics were pre-rendered and I really did think so, it
was just too detailed and the rudder pedals!....., I wish everyone
could have been there and seen them.
The whole cockpit gave a great sense of depth, as if you were almost in
the cockpit yourself. You could almost put your hand through the
monitor and grab the control stick or push the rudder pedals; and I'm
not exaggerating.
It's difficult to compare to any previous cockpit, but even
very good cockpits tend to give you a flat feeling, and you know you
are staring at a computer monitor. But panning around the cockpit was
silky smooth, and there is more detail in the 3D cockpit of the P-51
than in almost all the 2D cockpits I have seen, no question. Once you
have panned around you get this sense of being in a 3d world and it
changes the feeling from that flat monitor world most sims have.
Ken described how 'every' switch in the cockpit worked (although at the
time not everything was implemented.) I had asked him how bomb releases
were controlled so he panned down to the armament panel. I was quite
surprised with how much information and how many options were available
to the pilot.
The panel was very detailed and had a 'worn' dark metal finish.
It was very well presented. I am not used to flying WW2 sims, I've only
ever had one and a half, that is the old B-17 sim on my Amiga and
Dogfight, which wasn't a true WW2 sim as you could choose aircraft from
different era (hence the 'half.')
I can't remember all the controls available in B17 II but I
think there were options to select the pylons used, the release
settings, i.e salvo, single, pairs and the master arm, and more. I was
expecting just a simple arming and weapon select switch; I didn't
realise how much control the pilots had over armament in a WW2 fighter.
I asked Ken about the B-17's armament control, so he switched aircraft
from the P-51 to the B-17 and described how it worked. If I remember
correctly, the armament panel was at the bombardiers station. In the
B-17's bomb bay, bombs are arranged on the side walls and the middle of
the bay. Ken explained that there were four sets of bombs, one set on
each of the side walls and two sets in the middle of the bay. Bombs
attached to the walls are said to be the 'external' bombs and the ones
in the middle of the bay are the 'internal' bombs.
The player has the ability to select whether they want to drop the
internal bombs, the external bombs or both internal and external. (I
think there was also the ability to drop in pairs or salvo.) Ken
continued to explain the dynamics of the Norden bombsight and how there
were two modes avaliable, unfortunately I can't remember the difference
between them.
He opened the bomb bay and started tracking a random spot on the
ground. A few moments later he pickled the bombs and switched to the
bomb bay view and we watched the bombs fall to earth. It was
incredible, the general purpose 500lb bombs all gave a traditional
wiggle as they fell away from the bay. They fell many feet before they
stabilised.
I had a ridiculous grin on my face as I watched. I was like a small
child in a sweet shop, I really couldn't help it. Ken explained how the
different ballistic properties of the bombs had been modelled and that
at release they all exhibited different flight characteristics, he said
that the incendaries would tumble continuously until impact (I can't
wait).
Moments later there was a brilliant flast of light that lit up the
ground and surroundings below as the bombs impacted and exploded. The
explosions were gloriously detailed: they sent dirt and fragments up
into the air in a wide cone shaped pattern. It was very realisitic and
with extremely impressive special effects, by far the best bomb
explosions I've seen modeled. Then Ken showed me the brown craters in
the earth, scars of our attack.
He switched to the view of the waist gunners compartment. The
compartment was beautifully rendered, and very detailed. There were two
gunners present, one in the foreground and one in the background. They
were both very detailed, especially their oxygen masks, faces and head
covers. Ken had chosen the gunner in the foreground so he was
highlighted with a bright white outline.
Then Graham pointed out the details I had overlooked. I was very
surprised as he showed me the dynamic shadows the gunners were casting
in the compartment. He explained that the crew were all motion captured
and they had added some animation to them to get them just right.
At that time Ken was demonstrating how the crew acted when the guns
jammed. He fired the gun until it jammed and the waist gunner shouted
that his gun was jammed, so Ken gave the command to fix it. The motion
captured gunner proceeded to bang and shake the gun and pull some kind
of device along the side of the gun.
I was stunned, the whole event happened so smoothly as the gunners
animation was very slick and life like. Graham was telling me that they
had a full scale model fuselage of the B-17 built, with all of the
handles and other grips in place. They had then used motion capture
techniques to capture the movement of a member of their team in the
full scale fuselage, grabbing onto the various overhead bars etc that
enable the crew to move more easily around the fuselage and into
different compartments.
By now, like me, you are astonished at the lengths Wayward have gone to!
I was still conversing with Graham, and he had mentioned the
multiplayer aspects of the sim. He was gesticulating how great it would
be to see one of your friends playing the position of waist gunner,
slewing the waist gun up, down, left and right. He certainly did make
it sound like a truly exciting prospect. He said that B-17 will allow
the use of voice comm hardware, so players can talk directly to one
another. The system will take a low priority among other tasks, so will
be delayed by maybe a second or so.
The 3D models are unbelievable, simply and truly unbelievable.
I was standing beside Ken admiring the marvellous B-17 with it's
unpainted silver finish. At ECTS B-17 was running at 1024 by 768 on a
PIII 500 TNT2. Frame rates were non existent, in the sense that there
was no rate at all. It was running very swiftly, I'd guess at 30 plus
FPS. Ken was panning around the aircraft showing off all of its
details.
As he continued to pan around the nose of the B-17 I stopped him, "Wait
a second, are those the crew members in the nose I just saw?" "Yes" Ken
replied. He zoomed in and sure enough I could see the bombardier and
navigator through the plexiglas nose and side windows, both going about
their dutes. They were in full 3D and moved about their stations. WOW!
I just stepped backed and laughed, there were no words to express my
impressions. The amount of work these guys have put into this sim is so
great it's quite ridiculous. Ken continued around the aircraft, along
its fuselage and pointed out one of the waist gunners at his station,
aiming a 0.50-calibre machine gun.
Again the gunner was a fully articulated 3D motion captured
model. He rotated the view so that the underside of the Fortress was
visible and then activated the bomb bay doors. Although there was a lot
of noise at the Hasbro booth I'm certain I heard a whine of gears and
hydraulics as the bomb doors opened. The operation was extremely smooth
and very realistic.
In B-17 II anything that opens and closes on the aircraft, i.e bay
doors and undercarriage, is animated very accurately and realistically.
I've seen other sims where the lines marking these panels usually
appear blurred at first, then when activated, i.e undercarriage
deployment, they darken and become clear and thin, then the door
opening sequence will commence with them already being slightly open.
B-17 II displayed very smooth transitions from closed to open and vice
versa. I saw a great deal of detail in the bomb bay. Iit was empty as
Ken had dropped the bombs previously. It was painted light green and
had visible bomb racks and other details surrounding it.
The P-51 Mustang is an amazing beast. I was curious at first as to why
it was always Ken's choice of aircraft to fly, but after spending some
time watching it and a little time flying it, it was quite clear why.
The more I saw of the P-51 the more I liked it.
First of all it looks magnificent. Like the B-17 it had a silver
unpainted finish, and there was some kind of graphical technique
present which made the aircraft skin glisten and shine as the sunlight
reflected off it, giving it a true metallic feel. I could see lines
marking individual panels which were held in place by visible textured
screws.
There were also small labels over parts of the fuselage, indicating the
instructions for maintenance, warnings etc. as on the real aircraft.
Graham showed some mean reflections coming off the spinning propellor
blades, as sun light passed by them.
One feature that I had seen the first day I was at ECTS in B-17 II was
the detailing of the aircraft control surfaces. As usual Ken was flying
the P-51, performing rolls and loops, dives and turns and all other
kinds of aerobatics. During this performance I noticed in the outside
view that you could see part of the cross section of the wing and
aileron as it moved up or down. In other sims I've flown the ailerons,
flaps and other control surfaces are usually flat when viewed from the
side.
I told Ken about this, so he switched to the virtual cockpit and panned
to the right, until the right wing came into view, then executed an
aileron roll. I was quite amazed with the level of detail Wayward had
put into the aircraft, seeing a clear side on view of the silver
aileron shining, as the sun glinted off it was something else. This was
one of the small details that really stuck with me.
Under the wings the P-51 had clear and nicely modeled weapon mounts.
The pilot and the cockpit of the P-51 could be seen from the outside
views. They were both very detailed, particularly the pilot.
Ken was telling me how all the buttons and switches in the aircraft
functioned realistically. He panned to the left hand side of the
cockpit, and there were some switches on a console by the pilot's right
arm. He flipped a switch. Graham D had been watching and explained that
that switch operated some kind of air scoop or exhaust port. Ken
reverted to the outside view and my eyes popped out of my head. To my
astonishment a small port had begun to open below the P-51. It was
situated just to the rear of the hump underneath the aircraft.
Unfortunately I can't remember exactly what the function of
the port was, but I 'think' Graham mentioned it was related to engine
performance. These guys really loved showing off their sim and you
could tell. Attention to detail was overwhelming. This is a true B17
simulation, and not only a combat simulation.
The machine guns on the P-51 are awesome, let me tell you. They
are not just textured holes in the leading edge of the P-51, but are
proper 3D barrel ends. Ken started shooting off some rounds to display
the artwork they had done on the weapons. It's a real shame you
couldn't see it because it was something crazy. The muzzles lit up as
rounds came spewing out of the guns.
They fired symmetrically from left and right wings, but each wing fired
a different gun each time, so the muzzle blasts would stutter from one
gun to the next. The shells were yellow orange tracers with a brilliant
wavey effect to them, and each tracer left behind it a very subtle
white trail of smoke, an awesome experience. Ken flew the P-51 onto its
back and continued to fire. Meanwhile Graham pointed out to me the
golden shell cases being ejected out from ports underneath the wing.
Fantastic.
I had been talking to Graham and he told me about some of the
special effects they had incorporated when firing the guns onto various
surfaces. To demonstrate Ken crashed the invulnerable P-51 into a lake
and opened fire. Spouts of water shot into the air and fell back down.
On the lake surface the water rippled, shimmered and swirled and slowly
dissipated, it was very nicely done.
I must have been at the B-17 booth an hour and a half when Dominic and
Andrew Walrond appeared. Graham introduced me to them and we shook
hands, unfortunately I didn't meet Iain Howe.
Ken wanted to demonstrated the high fidelity flight model Wayward had
introduced. He was flying in a formation of three B-17's and was the
lead aircraft. Switching to the right waist gunner positon, he aimed
the machine gun at the engine furthest left on one of the B-17's in the
formation and opened fire.
I noticed a wicked grin on his face (I would'nt want to be around in a
multiplayer session with him on the end of a 0.50). The B-17's left
engine caught fire and began to trail thick black smoke. Ken then aimed
at its vertical tail and rudder. The damage graphics were not in place
at ECTS but Graham and Ken explained that scars would appear around the
aircraft, fuel tanks in the wings, spars and other structures would
become visible in the event of damage and that the damage model was
dynamic, so damage would happen where the aircraft was hit and would be
visible there also.
As Ken shot at the B-17's rudder I knew its A.I pilot was fighting for
control of the aircraft, because I saw the ailerons reach full
deflection as he suddenly applied full right stick. His attempts were
in vain as the B-17 veered to the left and fell out of formation. It
fell away behind us and passed from our right to left, still banking,
heading for the ground.
"Imagine flying in a formation of B-17's in multiplayer with friends in
other aircraft, and having one fall out of formation due to damage like
that...!" were Grahams remarks. He was right, the prospect was very
exciting. Thinking about it sent a shiver down my spine, it would be
awesome.
Flight Models
I went over to Dominic and asked him a few questions about the flight
models. "We've modelled the aircraft fully," he explained. He told me
how it was possible to stall the aircraft in multiple ways. He said it
was possible to stall one wing, different parts of the wing at
different times, etc. I was most impressed.
Dominic displayed how he had tried to perform a negative-G
outside loop in an aircraft (possibly the P-51.) He was inverted and
had pushed the stick full forward aggressively which caused him to
stall. He explained that to perform such a maneuver you have to be
gentle and not use as much stick as he had tried.
From our earlier interview:
"We have engine torque, ground effect, wind, gusts, prop wash,
turbulence. Control surface trimming, altitude/pressure/temperature
effects. G effects on engines. Propeller/speed/efficiency models,
ground effect, compressibility. Fly low over the airfield and dip the
wing onto the grass - see what happens! We have belly landings and
ditching on water. Lower the gear and feel the drag, feel the nose
drop. Raise the flaps and feel the nose drop. Transfer fuel from left
to right wingtanks and feel the pull to the right."
"We consider the flight models an absolute key issue and we
believe we have modelled them to the highest level of detail yet. There
are too many factors to list here, but here are a few… Pilots arrive at
a "power" rating for their engine by manipulating not a "throttle" but
the aircraft's Propeller Speed, Fuel Mixture, Manifold Pressure and
Supercharger speeds. That means that the engine itself loses no power
as altitude increases, but the supercharger will need to be cranked
down because as the air gets thinner the relative pressure inside it
will increase - effectively reducing the power output.
"Then we have the fact that we don't simply slap on a fuel weight for
the Mustang. We know where the tanks are, which you've been using and,
therefore, whether your aircraft is developing a lean away from the
standard centre of gravity.
"The above are a sample of the detail we've gone into - just
about everything has gone in there, and we've stuck to first principles
where possible, rather than artificially fudging "effects" for events.
Another good example is control surface damage. If you strip 32% of the
skin from our Mustangs Port Aileron it's rate of roll will be properly
affected…"
I flew the P-51 for a short while and it felt very crisp and
responsive. It was silky smooth, you could control it very accurately
and perform precise moves. The ground rush down low was sensational. If
you can compare the flight model of a jet sim and a prop sim I 'think'
that B-17's flight model is probably on par if not better than Flanker
2.0's. Now that's saying something, especially coming from me, an avid
jet and Flanker fan.
Terrain
The terrain graphics engine in B-17 are superb, I'am not going to even
try and attempt to compare it to other sims because you can't. The
level of depth is absolutely incredible. The approach Wayward have
taken makes perfect sense to me. I have always been interested in low
level ground attack missions, so I favour non-photographic terrain.
As Graham explained to me the problems with photo terrain, "it looks
good high up but down below it's a blur and affects the sense of speed
the player has." With other sims featuring photo terrain, the terrain
'looks' realistic from high up, with B-17 not only does the terrain
look realistic from all altitudes, it 'feels' realistic too. I believe
this is were B-17 will succeed at all levels, its FEEL.
The best comparison I can make to B-17 is of a picture in World Air
Power Journal volume 21 summer 1995, the one with the F-15E as the main
story. If any of you have this book turn to page 58, you'll see a
picture taken from the rear cockpit of the Strike Eagle.
The aircraft is barrelling down a valley and you can see the
clouds above casting a shadow on the valley floor. In the bottom right
of the picture you can see trees and other vegetation casting shadows
on the ground, that is the exact effect you see in B-17. I am not
saying B-17 was photo-realistic, I'm saying that the 'effects' present
in B-17 make it the closest thing to reality you can get, it just feels
so right.
Let's say you're playing a racing sim or a flight sim when the aircraft
in the sim is on the ground. If you select an outside view and see no
shadows under the aircraft or car, it just doesn't seem to feel right
no matter how detailed they or their surroundings are. This is one of
the big differences between B-17 and current/upcoming sims, this is
where Wayward have done it right.
In the B-17 forum at combatsim.com someone wrote about how the
terrain in B-17 switched resolutions depending on aircraft altitude.
This was true, but in my opinion it wasn't that much of a problem for
me. I spoke to Ken and Graham about it and they explained that they had
just incorporated the terrain graphics engine into the sim for ECTS and
that B-17 was still 'PRE-ALPHA'!
I continued to talk with Graham and he began to explain the details of
their terrain system. The current system has a resolution down to 20cm,
but it can go a lot furtherm he told me. This accounts for the
tremendous sense of speed down low. Graham continued to explain how
some other sims used tiles which were large and blurred down low,
therefore somewhat nullifing the sense of ground rush.
Other sims have detailed low-level terrain but higher up it can be seen
repeating. B-17 has fantastic terrain graphics both high up and down
low.
Ken reset the the mission and was placed as a B-17 on the ground. The
first thing I noticed was the level of detail present on the grass.
Wayward have even applied bump mapping to the grass and it makes a hell
of a difference. It gives the ground depth and an earthy texture,
making it much easier to judge the distance from the ground. He started
running the engines; their start sequences were impressive.
As the engines started, a white jet of smoke shot out a short distance
behind, then swirled and spread in a vortex like fashion, before
dissipating. Whew, it looked very realistic.
The B-17 taxied with others following behind it onto the runway. Ken
throttled up and the B-17 began to trundle down the runway, building up
speed all the time.
We're approaching takeoff speed now. Ken panned to the left in the
cockpit view, so we could watch the ground and surrounding, as the
bomber continued to accelerate. Even on the ground you easily felt a
genuine sense of speed, as the ground and some hills to the left raced
by. The B-17 seemed to simply roll into the air, it was so smooth and
graceful and I watched the earth fall away, mesmerised. Graham pointed
out some details on the ground, such as pigs on a farm.
In the air Graham explained how there were no sharp edges in the
terrain, everything was created to be smooth. The roads didn't kink
sharply as we are used to in other sims and the base of hills were not
straight lines that connected to the rest of the landscape, everything
was curved and flowed very naturally, it was very picturesque.
I took control of one of the waist guns. The machine gun had a
natural metallic look, which like the exterior of the aircraft
reflected light realistically. They looked so right, they gave you the
feeling both in look and control that they were very dense, solid and
beefy. Not to say they were sluggish to use, on the contrary! They were
very easy to slew and aim, just perfect.
I pressed the trigger and was greeted by the most fabulous gun sounds
ever. They had some kind of metallic ring to them. It's quite difficult
to describe but it was very good.
After this I went over to talk with Andrew about what Wayward had
accomplished with B-17 II and my thoughts on it. I told him that we
were all asking the wrong questions with B-17. Instead of asking has it
got this or that and how is this or that modelled, we should be asking:
"What HASN'T B-17 modelled?" With the superchargers, starters,
hydraulics etc... what has been left out? He just laughed.
I asked some questions about Wayward Design and how it was formed.
Andrew was one of the guys responsible for the physics in B-17 II. He
talked to me about the damage model and how it will be possible to have
bombs drop on another aircraft in tight formation, breaking off parts
of wing, tailplanes etc, and how the dynamic damage model was being
developed.
Andrew told me how he had modelled a jeep that could be driven
and some ground crew for the aircraft, plus other vehicles which moved
around the airbase. He said that the team had a lot of fun racing them
around the airfield. He also mentioned that he had modeled an F-14
Tomcat and that it was the best aircraft he had ever seen in a sim! So
that's what those guys get up to! Hopefully he will send some
screenshots of it.
Andrew and Graham then pointed over to the monitor where Ken
was displaying the P-51 on the ground. "Have you seen the ground
handling?" Graham asked. He motioned me over to check it out.
Ken was taxiing the P-51 and as he was doing so he weaved left and
right and applied the brakes. I was gobsmacked. "Is there anything
Wayward have not put into this sim?" I thought. The dampers for both
the main and tail gear pistoned. As Ken turn right with a bit of speed
the aircraft tilted to the left, causing the right suspension to extend
and the left to contract.
He took the P-51 off the smooth taxiway and onto the grass. I could see
the bumpiness of the grass fully modelled as all the dampers jounced up
and down. The small tail wheel of the Mustang was very impressive
because unlike the main wheels which just move up and down simply, it
had a hinge mechanism.
For those sim enthusiasts with wives who make it difficult to
play sims, trust me B-17 II is going to be your lucky break. When your
wives see it they are either going to be so dumbstruck by its looks
that they beg to join in and play, or they'll see that it's so awesome
they'll simply up and leave, because they'll know instantly there is no
way they could get you to even turn your head away from your screens
for a second! B-17 is that great, either way you win.
I went back and continued to talk with Andrew. I was telling him how I
just couldn't understand how Wayward managed to produce such a sim, it
was really amazing. Graham was nearby and told me that their next
project will feature low-level air-to-ground attacks and the B-24 or 25
will be available to the player. The area will be a mountainous region
around sicily and Graham mentioned that it will be possible to see
troops landing on the beach from their sea vessels! Also I was told
that the graphics will be further updated to look much better than in
B-17 II, with the possiblity of higher resolutions than the current
20cm!
The guys at Wayward all had smiles on their faces. They knew
they had something very special with B-17 II, and they loved showing it
to eveyone. If the the devil is in the details, the Wayward team have a
tail, two horns and an evil grin. I was very happy to be there that day
and watch the most detailed flight sim every take to the skies and be
among a very dedicated group of people and great bunch of guys.
Graham had previously given me Wayward's card and as I prepared
to leave (reluctantly) both Andrew and Graham invited me to visit the
team anytime at their studio in Bristol. They said they would give me a
grand tour, show me the material they've gathered to create B-17 II and
the progress of their work.
That was the icing on the cake, I was overwhelmed, I couldn't believe
that the creators of B-17 II: The Mighty Eighth had invited ME! to see
what goes into B-17, DAMN!. I thanked them all, shook hands and left.
What a day, what an unforgettable, magnificent, awesome day.
Thank you again Wayward, Graham Davis, Ken Hall, Dominic Robinson and Andrew Walrond for your time and help at ECTS.