Fighter Ace II: Interview with Peter Connelly - Page 1/1
Created on 2005-02-09
Title: Fighter Ace II: Interview with Peter Connelly By: Len 'Viking1' Hjalmarson Date: 1999-09-01 2181 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Q: Thanks for taking the time! Fighter Ace II
builds on the original and is attempting to push the boundaries in a
number of areas. Can you summarize how you are moving beyond the
original?
PC: We are introducing hardware acceleration, which was not available
in FA 1.X: We will continue to support our software only pilots, and
indeed improve the software rendered quality, but under D3d or Glide,
users will see dramatic enhancements to the current offering. We will
look awesome!
We are adding the concept of Territorial Combat, offering a
fully dynamic war environment using tanks for capture of ground targets
and train and road units for logistical supply. The actions you take in
the air as a pilot determine the success of both attack and defense of
your country on the ground. Providing the ability to take and lose
runways allows us to run events with specific victory conditions and
also enables us to accurately recreate actual historical battles.
FA II will provide a much more realistic flight model. Our new physics
engine enables us to model many more of the intricacies of realistic
flight, as well as offer a complete range of flight difficulty levels
and game types. This means that ANY player, from the just-hatched
newbie to the hardened grognard can find a flight difficulty level and
game to match their level of play.
The foundation of Fighter Ace is our community, so our
concerted effort in FA II was targeted at developing tools to enable
creation of more robust tournaments and events.
Some of the things we've made possible with Fighter Ace II include:
Historical scenarios with accurate maps and terrain characteristics;
Scriptable AI units which can simulate enemy ground or air forces;
Even larger arenas to support the typically large numbers of players we get for events:
Victory conditions that can be specified and enforced by the server;
Ghosting for players after death in combat that will allow continued spectator mode creating a virtual stadium for any events.
User Definable arenas will also allow users to create and host
private games with many of the settings available on our servers.
Essentially giving them the power to create their own customized
events!
Like all other combat flight sims, FA 1.X suffered from the traditional
problems of getting people used to this new environment and aware of
what to do and how to maneuver in a virtual plane. Computer games
cannot model the "seat of the pants" forces that provide real pilots
with feedback about what is going on in their environment. Thus, all
games introduce user feedback methods that may not be familiar to new
players and impose a substantial learning curve.
With FAII we will guide our users through this unfamiliar
territory with a series of focused offline missions. Players will learn
about instrumentation and terminology in a safe offline environment,
giving them the time to learn essential combat skills before being
plunged into the online arenas.
Users will have the opportunity to learn combat techniques: situational
awareness, and bombing and ground attack techniques. The ability to do
all this offline, without the pressure of a hundred hungry bogies in
the same sky, is essential to a good first time user experience.
As with our User Defined games, this whole offline section for FAII
is a complete departure from the Fighter Ace 1.X model. Our players are
empowered to choose nearly every aspect of the experience, not just
setting flight difficulty, but also all of the elements within each
flight type so that they can focus on whatever aspect, at whatever
level of flight combat they want to.
Q: This past year we've seen incredible advances in virtually every
area of modeling on the PC. Fighter Squadron was ground breaking in
it's simulating real-world physics, even in such esoterica as
landing-gear and belly landing physics. How will these developments be
reflected in Fighter Ace II?
Physics and FM
PC: With Fighter Ace II we went back to the drawing board for the flight modeling, and the results from VR-1 are stunning!
The beauty of FA II flight modeling is in its incredible flexibility.
Fighter Ace's strength has always been ease of entry and we have
improved on that for Fighter Ace II. Fighter Ace II creates an entry
path for players to start in an arcade environment that is quite
forgiving but challenging, and as they progress they can ratchet up the
flight difficulty in arenas that will offer all the realistic flight
modeling they can stand.
The good news for players is that this is all preset for each arena
so that all online users will be flying by the same rules, but in the
offline environment users can practice with whatever settings they
desire.
Our new physics engine is a state of the art, force based
model, and creates much more realistic modeling of the aircraft we put
in our game. We will be modeling many more force moments in FA II than
in Fighter Ace 1.X. Forces we're modeling include:
the recoil of your machine guns and cannon, compressibility, wind,
force moments from hits and damage to your airframe, multi-engine
modeling with independent control, engine torque effects, payload and
ordnance moments, unequal flap deployment due to damage, over-speeding
in flight, belly landings, and a new improved spin model. (Can you tell
I'm excited?)
The total list of features is significant and we feel very
confident of the caliber of game we are delivering. One overriding goal
of the entire Fighter Ace II team has been to insure that even with all
this advanced modeling Fighter Ace II will still be the most fun you
can have in the air on the Net.
The Big Difference is that our Fighter Ace players will be able
to grow in the sim, learning more skills as pilots, and progressing to
fly against more advanced pilots as they improve, making this a much
more fulfilling game environment.
Q: When I first saw FAII at E3 this past May it was obvious
that a new graphics engine was in the works. Tell us about this new
engine and the artwork we'll see.
As I mentioned above, FA II is introducing 3D hardware acceleration.
We will support both D3d and Glide. However this is not at the expense
our Software only folks, they will be receiving the many improvements
that effect both SW and HW modes.
One aspect of the graphics that is really exciting is our terrain. With
Fighter Ace II we have really improved our terrain modeling. Our
partners at VR-1 have done a great job in creating varied and
interesting terrain. We now have snow capped peaks up to 21,000 feet!,
sheer cliffs, narrow canyons, high passes and lowland terrain with
rivers, lakes and shoreline.
Terrain modeling now utilizes full floating point processing,
giving us huge improvements in the overall ground look, reducing the
effects of crawl etc. The use of dynamic lighting and haze creates a
more complete sky effect AND faster performance for the user.
Frame Rate
A key focus for FAII is to insure the player maximum performance in
terms of frame rate and polygon count while introducing far superior
visual terrain textures and the addition of many more object types.
The models for our aircraft have been reworked completely and for 3D
card users, the cockpit art and views have also been improved
dramatically. We are going to knock people's socks off with the
articulation in the plane models and the overall graphic quality.
Q: The graphics boards now being released make good use of AGP. Will players with AGP hardware see a difference in FA II?
PC: Absolutely! AGP support is built into FAII. Players running
an AGP bus will receive the benefits they should in video performance.
Q: Microsoft Combat Simulator has some of the most detailed explosions and damage effects out there. How will FA II compare?
PC: Basically, the two games have different areas of focus, and the
focus of FA II is primarily on massively multiplayer game-play issues.
We will be putting over 300 players into a single arena.
Graphics are not our major area of focus due to our download
constraints. However, we are EXTREMELY happy with our effects and eye
candy!
Sound and Voice
Q: I've been flying European Air War this past weekend. Guns and
engine sounds and voice are fantastic. What are some of the highlights
we can expect in the sound effects department for FA II? Will each
aircraft type have its own engine sounds? What about voice?
PC: Fighter Ace II delivers plenty of engaging audio effects to keep
our users well immersed in the ongoing battle! We created all new
sounds, including new sounds depending on whether you are firing
machine guns, cannon, or rockets, etc.
The sounds when a user is on the receiving end of a beating are
now very impressive, replacing the tinny hollywood ping with much more
realistic and terrifying thuds and thwacks from enemy fire. You'll have
to excuse my attempts to define a sound in a word, when you hear it
you'll understand, but then again that would mean you were getting
pasted…sorry. ;0)
FAII has also advanced on engine sounds, offering more tones
for different engine states such as idling, sputtering, etc., as well
as giving users this range of sound for both inline and radial engines.
Of course by using Direct Sound, Fighter Ace II provides stereo sound
modeling and terrific surround effects for explosions, and passing
trains and tanks, etc.
In multiplayer air combat, static voice commands are nearly
useless compared to stand alone games, and we are confident the range
of audio we are providing will bring on the requisite adrenaline rush.
Damage Resolution
Q: Damage modeling has been another growth area lately. Can you give us
a feel for how damage effects and damage resolution will work in FA II?
PC: There are plenty of new damage effects in FA II, so have your parachute ready!!!
In both self-induced and enemy induced damage modeling, FAII has come a
long way. There are now a plethora of damage components, linking either
directly, or through a parental dispersion system to the physics engine
that controls the flight of the planes. Basically we have broken the
aircraft down into subcomponents such as the outer wing, inner wing,
engine, etc., and sub-sub components below those levels. Damage to
sub-sub components affects the parent systems and vice versa.
User induced damage may be a result of exceeding airframe stress
limits, which can cause damage to subsystems like flaps, gear or
interior fuselage and wing damage. Damage to such components can be
reflected in things as simple as the flaps or landing gear stuck in
place, or more catastrophically they can be torn off which simulates
the most frequent conditions of such actions.
Believe me, you are going to be an unhappy camper when you try to
deploy flaps for landing, only to find that just ONE of them was
damaged by gunfire J. You'll be amazed at how fast you can be turned
upside down traveling at 150 mph over the pavement. It's very hard on
canopies.
Over stress of airframe loading is modeled for each plane, and
inappropriate actions by the pilot may result in partial or total wing
loss. As every pilot knows, you need those things, so beware of that
tempting shot that requires you to pull out just a bit harder!! In
addition users can also cause damage to other plane components,
overheating guns, over speeding on engines etc
Damage from enemy fire can effect the main damageable components for
each plane: L/R wings, aircraft cabin(s), engine(s), fuselage,
stabilizers etc.. In addition this new damage modeling also transfers
damage information like the type and speed of the damaging object (i.e.
armor piercing, or explosive bullets, etc.) and it's power to the child
objects of these components. Thus, realistic effects in fuel tank
damage or oxygen equipment damage can be sustained and added to the
overall damage condition of the plane.
In total, this leads to a much more interesting flight, and often
death, of your virtual pilot and his opponents. A key point is that
depending on the flight model or arena the user is flying under, all or
only some of these damage conditions may be set.
Again, we offer the maximum flexibility in game-play to insure
that our players have the maximum amount of fun in the places THEY want
to play.
Q: Team Apache introduced weather in a big way in 1998. What will we
see in FA II in the way of turbulence, wind and weather effects?
Wind, Aircraft Models
PC: Wind is a modeled component in FAII, but for the most part we are
staying clear of that level of granularity. FAII is an online action
game emphasizing real pilot vs. real pilot combat, this level of detail
is not where we feel our users want us to concentrate. You don't want
to wonder if you lost the last fight due to weather or other game
conditions. We feel there is more than enough to worry about with
hundreds of real pilots in the sky without wondering if the weatherman
was correct.
Q: What aircraft will we fly in FA II and why were these chosen?
PC: Hmmm, well the simple answer is, "lots!" You will fly a wide
variety of different aircraft. In Fighter Ace II we are putting out
over 30 aircraft. We have added an entire set of Japanese planes and we
have added flyable bombers for all countries.
At this time, the exact set of aircraft is not totally set, but
in the beta our users will see the main groups that we are shipping. We
are definitely adding favorites such as:
Chance Vought Corsair F4U
Hawker Typhoon Ib
Mitsubishi Zero A6M5.
Some of the early war planes we have added are:
Polikarpov I16
BF109 E
KI61 Hien (Tony)
Right now, I can tell you unequivocally that it is an interesting,
varied and very competitive set. We have aircraft from the early war
period right through to late war battle machines.
The new physics model also enables users to customize the load-out of
their plane. Pilots can vary the amount of fuel, set the convergence
points for their machine guns & cannon, as well as choosing to
carry a variety of rockets and bombs (depending on what the actual air
frame can support).
Users will find it easy to quickly learn the types of planes
they want to use most for the type of play they are going to engage in.
We created a game where users will want and need to use a variety of
aircraft for different purposes: ground attack, bomber escort, level
bombing, dive-bombing, high ALT dog fighting. We have offered the
perfect choice of weapon for your choice of battle.
We have taken pains to avoid the uber plane scenario, that of
an all-powerful death star that ruins gameplay and we look forward in
beta to our users feedback on the plane choices and modeling.
The plane set was also chosen to allow large-scale events and
historical community battles to be waged with the planes that would
have been in use. When you look at World War II itself, most of the
really interesting battles where one side or the other could have won,
were waged in the early war years, before the ultimate planes were
developed by each country. Our plane set will keep early and late war
aficionados happy, allowing for fantastically fun re-enactment of war
in North Africa, the Spanish Civil War, Battle of Kursk, and the early
air war in China etc…
With control from the server for what planes are available in
an arena and the performance values of those planes, our next
generation of Fighter Ace events will be even more balanced and
awesome! Picture droves of Hurricane IIC's descending on masses of
German armor in the deserts of North Africa! Epic scenarios like this
are what make massively multiplayer distinct from stand-alone sims.
Once you've experienced REAL combat against REAL people it's hard to
play anything else!
Player Art, Profiles
Q: Will the player be able to add his own paint schemes or his own
markings?
PC: Player art was one of those features that we just couldn't fit into
the schedule. We toyed with it, but something else would have suffered,
so it didn't make the cut this time. It will be great to add this
later, especially for squadron play, but it didn't make it into FA II.
Rapier
We do however offer far more in FAII to those hoards of squadrons
out there! Using the Zone dossier and profile system, users can create,
petition and administer teams automatically. In addition, the system
will handle squad URL listings and member lists etc. In game, users
will have the choice to fly under their own individual ID, or with any
of the squads they are affiliated with. We will also be tracking
scoring on the FAII database for squadrons and squadrons can select
their own specific in-game communications channels!
Q: FAII is primarily an online multiplayer game. What difference does
this make for the developer, compared to a game designed primarily for
single player fun?
PC: As we have hit on above, online game development has many technical
issues that single player games just don't have to address. Multiplayer
gaming across the internet introduces complex issues, including latency
of connection, data loss and client performance - all are paramount in
the online world. There is nothing worse than closing on somebody to
find in the next instant that they have jumped 100 yards and are now on
YOUR six.
In addition there is the element of real people playing against each
other. This introduces the human element, undocumented and totally
unpredictable! Complexities ranging from hack prevention, to ease of
inter-player communication, to dispute resolution are major challenges
for online developers that are simply not as significant for the
developers of stand alone games.
In the case of FAII, we also added the "massive" to
multiplayer. The community IS the game!! Pleasing people in a massively
multiplayer world is a lot more challenging. In massively multiplayer
games, more people equates to a greater the challenge, and for the
player - a great deal more fun!!
The Mission Set
Q: What kind of missions will the offline player have to choose from?
PC: The missions will introduce people at a gentle pace to the
world of combat flight. We will teach people basic flight techniques,
air combat maneuvers and also gunnery, basic ground attack and
situational awareness. We have a scripting language that allows us to
respond with messaging to the actions a user takes. This way, we can
guide and teach in a hands-on fashion. Because the user can choose
offline the flight difficulty and effects they want to model, the
training becomes as hard or easy as they want it to be.
The new physics model has also enabled us to produce drone
planes. These computer controlled enemy and friendly planes combined
with the training missions can simulate real online battle and teach
the skills needed to survive in the online world. With scripting for
these planes we can have users attempt to down bombers, dogfight with
multiple bogies etc, all from the relative security of offline mode.
Q: Is there a mission builder? Will player created missions be available for online play?
PC: Rather than have users create missions, we've chosen to improve the
ability for users to host private games. Users can choose what planes
are available, determine what physics model to use, choose limited or
unlimited fuel & ammo, select their own victory conditions, and
most importantly - they can password protect the arena so they can
control who they fly with.
Q: How do you prevent players from cheating by flying a light model when others are flying in high realism?
PC: We control key variables like the physics model from the
server side. The arena definitions are published for each arena type,
so players will know what to expect. We will be able to control the
plane and country available and flight model difficulty. Everybody in a
particular arena will be playing by the same rules.
Q: Will FA II support dynamic entry?
PC: Fighter Ace has always supported dynamic entry. All games, even
private games are hosted here on the zone, so the performance of the
server is guaranteed and users can jump in and out as they please.
Q: Will there be real time voice interaction in the sim?
PC: More and more users are utilizing some form of voice connection
when playing online. It can really add to the game quality,
particularly in squadron play. FAII will not integrate support for any
real time voice software into the game client, but FA already works
with voice technologies such as BattleCom and Roger Wilco.
More on Multiplayer
Q: How many players will be able to fly in the same game, and at what required connection speed?
PC: We will host games of over 300 people. That's 300+ people in the
same massive war environment. Talk about your target rich environment!
The scenario may be a historical event or tournament, but either way
it's bound to be enormous fun.
We will provide rooms from the rank beginners all the way through to
totally experienced pilots "bulls-eyeing" Tiger tanks in our Total War
rooms.
If you've never tried it, I strongly recommend flying in one of our
historical scenarios. The feelings you have while going through
briefing, lining up with your squadron on the runway, and then flying
in formation across to a known battlefront are heart pounding.
The adrenaline rush you get when bogies are first called out has to
be experienced to be believed. FAII will thrill users to bits with
events that will reproduce the full spectrum of air combat scenarios
for our players. All this will be provided at a level that will still
support those people with good old 28.8 modems!
Q: Will force-feedback controls be supported?
Full force feedback integration is being supported. Users will have the
subtle feelings of gear retractions along with the more definite
feeling of a stall shake or a 30-mm cannon hit to your armor plate. It
all adds to the incredible realism of Fighter Ace II air combat.
Q: Thanks, and best of luck with a very promising sim!