Jane's F/A-18: Interview - Page 1/1


Created on 2005-02-11

Title: Jane's F/A-18: Interview
By: Len 'Viking1' Hjalmarson
Date: 1999-10-29 4288
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

JANE's F/A 18 may be the definitive F/A 18 simulation. It will be up against stiff competition in the form of Digital Integration's F/A 18 Super Hornet (remember, DI made Tornado some years ago, still a classic).

At E3 in Los Angeles in May JANE's F/A 18 was already looking very, very good. In fact, it looked so good that two of our writers chose it as the best of E3.

F/A 18 represents our ideal for JANE'S Combat Simulations. It's hard core, yet typically accessible to the novice via a host of configuration options that simplify the simulation and ease the opposition. While it lacks a fully dynamic campaign system, the "semi" dynamic system has evolved to the point that in some aspects it is superior to a fully dynamic campaign.

With our last spate of information generated by hands-on experience at E3, we were becoming anxious to get up to date information. Some weeks back we fielded the following interview. The restricted number of questions is due to the time constraints faced by the Maryland team as they attempt to finish this product.

F/A 18

Q. I understand that F/A 18 is modeling the E model. Tell us why this was chosen and what the differences are over the earlier aircraft?

CJ Martin Says: This is a good question. There isn't a quantum difference between the F/A-18E and F/A-18C in terms of performance, weapons carried, or types of missions flown. The E model aircraft does add two more weapons stations and has somewhat better range than its little brother. It also has a more up to date cockpit interface, with things like a LCD touchscreen Up-Front-Controller (UFC).

Most of the differences are not so obvious to the casual observer though; things like a reduced radar cross section, more advanced Electronic Countermeasures and the real biggie for the Navy of the future, room for future avionics growth.

When I was a member of the F/A-18C/D Product Support and Development team at NAS Patuxent River, it was always a major ordeal to try and "shoehorn" a new box into that airframe without causing major headaches. It's not just a physical space issue either; it's things like having enough power, cooling air, and being able to get to it quickly if it needed to be replaced. The new jet has more interior space and generous electrical power and cooling air reserve margins to handle future growth.

 

JANE'S F/A 18

The "Latest and Greatest"

From a game design standpoint, it simply made more sense to model the "latest and greatest" version of the F/A-18. A cleaner cockpit interface means the avionics are easy to use, yet give up nothing in realism.

In fact we've raised the bar even further in our avionics modeling, doing stuff that simply hasn't been done before outside a full up multi-million dollar Military Simulator. The advanced defensive systems mean that even a rookie pilot has a chance against some very capable air defenses. You can't consistently make mistakes and expect to always survive, however it does give you a bit more leeway when you are first learning the game. The extra weapons stations and range are nice things to have as well. The two things real fighter pilots want are more gas and more weapons than the bad guy has.

Q. The carrier ops fans are on the edge of their seats waiting to see what you have modeled in the carrier ops and environment. Tell us about your goals here and describe what we will see as we sit on the Cat.

CJ Martin Says: We've done a lot of work on capturing the "feel" of modern carrier flight operations. A real carrier airwing is a tightly integrated team, and in Jane's F/A-18 you'll see the various airwing aircraft launching from ship, carrying out their respective missions, and afterwards recovering back aboard. You'll also hear all this happening thanks to our extensively modeled communications.

Carrier Ops

For example, the carrier has four separate entities you'll talk to when you are returning from a mission. First you'll contact the carrier's Strike Controller, which can be thought of as a shipboard "AWACS"-type controller. Strike will clear you inbound and hand you off to the Marshal Controller. When you check in with Marshal, you'll be given the current weather report. You'll also be told where to hold and when your expected "push" (approach) time will be.

Once your push time has been reached, Marshal will hand you off to the Final Controller, who will guide you in all the way until you reach a point 3/4's of a mile behind the ship, where you'll be prompted to call the ball. At that point the Landing Signal Officer (LSO) will take over and give you last minute flight path corrections and guidance until you catch a wire or bolter. If you do bolter, you'll be contacted by either Marshal or Final (depending on how many other aircraft are waiting to land), and the process starts over.

  Catching the Wire

Speaking of catching the wire, we really are modeling both the actual arresting wires and the tailhook of the aircraft. If the hook snags a wire, it will pull it out realistically as your aircraft is decelerated to a stop.

Also, during this time the deck is not stationary; not only is the ship moving straight ahead, it is also pitching, rolling, and heaving depending upon the current weather and sea state. The various aircraft all have their own distinctive sounds as they spoolup for takeoff, spooldown after landing, or taxi around the deck. It really is a full airwing: in addition to the players F/A-18E, we have the F/A-18C, F-14B, E-2C, S-3B, EA-6B and the SH-60 onboard.

These latter two features are points of departure from DI's Super Hornet based on our most recent information. DI have chosen not to model a pitching, rolling deck at this stage, and are not modeling hook physics with actual wires. Until we have hands on with the JANE's simulation, it's difficult to know how the differences will play out; but they sound intriguing.

CJ: We recently had a real life former Hornet pilot (250+ traps) in the office and of course one of the first things he wanted to do was try out the landings. First he did a couple of day traps just to get a feel for the flight model and then he wanted to do it at night.

When the moon goes down in the game it gets VERY dark, and that's how he wanted it. All you could make out were the lights on the ships landing area; there was no discernible horizon even though this was a "good weather" night. Smooth as glass he went right down the chute and caught a three wire. Afterwards, he admitted that it got his heart rate up, and that it was very close both to the real thing and to the Navy's own multi-million simulators. That obviously made the team's day. :-)

JANE'S F/A 18

Graphics Engine

Q. The graphics engine looks considerably beyond anything seen previously from Jane's. Tell us about its key features.

John Paquin: Here's a short list of the "money features."

1) Completely Dynamic Lighting: This means that you can change the angle of the sun and it will change how the game looks. The sun comes up, the moon goes down, shadows stretch down mountain slopes. Many games give the player discrete times of day by starting the game with a different palette, but you'll notice that the shadows on the sides of hills never change. Our game accurately models the daylight cycle.

2) Point Light Sources: Every object in the game that should cast light on surrounding objects - does so. This means afterburners, missile flames, explosions, fires and more. If you fly your plane off of a carrier at night, expect to see your engines lighting up the ship and the other planes on the deck.

 

JANE'S F/A 18
Hornets over Murmansk

3) Shadow Maps: We have achieved some of the best looking shadows ever in a sim. We've done it by capturing the object's shadow from the point of view of the sun, then mathematically stretching the shadow across the countryside. The result is completely believable.

4) Light Maps: F/A-18 relies heavily on vertex lighting to achieve many of its effects. However, there are times when vertex lighting cannot produce an image of sufficient quality. For those situations, we have used light maps. Look at the sun's reflection on the water or a missile's engine lighting up the ground. These are just a few of the places we have used light mapping to enhance the final image.

5) 3D Virtual Cockpit: Allowing a completely clickable 3D cockpit was no easy task, but we managed to pull it off. Notice how little distortion there is in the MFDs, particularly the FLIR images. This is because we do not use an intermediate texture map to render the view, we mathematically re-calculate the position of the polygons to match the screen position of the MFD. This greatly reduces aliasing and sampling problems.

This is another point of departure from DI's Super Hornet. The 3d cockpit is not clickable. Again, the difference is intriguing and this is ground breaking work from JANE'S.

6) Volume Clouds: We went to the WWII Fighters team, who did what are arguably the best sim clouds ever, and got the basis of their algorithm. Then we took it as far as we could.

7) Volume Explosions: We took the cloud routine and used it to make our explosions look even more realistic. When we first set out to do F/A-18, we thought we would be doing a graphical modification to the existing F-15 engine. Instead, we ended up touching virtually every line of graphics code in the game!

Flight Model and Physics

Q. Does F/A 18 use a full force physics model for flight? How does this impact the feeling of flight and flight performance across the envelope?

Greg Kreafle: Boy, I could talk about this forever. F/A-18 uses what's called a "stability and control derivative flight model." Let me describe, in basic terms, how our flight model works.

The first thing that we simulate is the atmosphere. An accurate atmosphere model is essential to a top quality flight model. Most people think that air is, well, just air. The properties of air vary drastically with temperature, and thus with altitude.

The nice thing about simulating standard atmosphere is that it is easy to calculate and very well defined. With this model, we can calculate dynamic pressure (often referred to as "Q"), the speed of sound (used for Mach calculations), and temperature. The most important result of this work is the dynamic pressure coefficient. This coefficient is used to modify all of the force and moment buildup equations that we calculate.

  The net result of this modifier is that the airplane "feels" different at high altitudes (where the air is very thin) than at low altitudes (where the air is more dense). Since we calculate this "on the fly", we gain an infinite variation in our aerodynamic effects, and thus the feel of the aircraft.

The next thing that we do is accurately simulate all control surface movement on the aircraft. These simulations can at times become very complex, especially on the F/A-18. The F/A-18 has some non-standard ways of using control surfaces. One example is the use of leading edge flaps as lift devices during landing and high AOA situations. We have painstakingly simulated all of the "scheduled" interactions of the various control surfaces.

Once it is determined what a control surface should do (which comes from the CAS - which I will talk about below), the movement is then limited based on actual rates of movement, range limitations, and various interactions with other control surfaces. We simulate exactly what the real aircraft is doing. When the real aircraft commands a certain aileron movement to effect a certain roll rate at a given altitude - we also calculate that very same movement. We are modeling the exact same things that keep a real aircraft in the sky.

In simple terms, we now have atmosphere and control surfaces that are positioned correctly. What we do next is determine what kind of linear forces and rotational moments are created on the body of the aircraft as a result of the forces generated by the control surfaces. We use what are called "dimensionless derivatives."

JANE'S F/A 18
TALD

Dimensionless derivatives define the force that is created when a change in position occurs over time. These numbers, coupled with lots of other modifiers ultimately determine how much force a control surface is commanding given its current position, the dynamic pressure, and speed of the aircraft, as a few examples. Only when these derivatives (or numbers) are correctly combined in force buildup equations are we able to start to define the magnitude of forces that are acting upon the airframe.

So, how do you get these kind of numbers? This is the whole reason for wind tunnel testing. When aerospace engineers begin designing an aircraft they calculate aerodynamic properties based on well defined formulas. These formulas are very complex and accurate, but are static in nature.

 

JANE'S F/A 18
MiG over Russia

Since engineers need to understand how an aircraft behaves throughout various regimes of a flight envelope, they use the only dynamic thing available to them - wind tunnel tests. This is where most of the aerodynamic tuning of an aircraft takes place before it is even manufactured. It is important to point out that nobody can possibly know everything about how a specific aircraft behaves throughout an entire flight envelope based solely on static calculations.

One other interesting thing to note is that the aerodynamic characteristics of an airplane in motion change radically with altitude, speed, AOA, weight, and so on. This is where a lot of work went into the F/A-18 flight model. Given the correct application of these numbers, in combination with the control surface positions, dynamic pressure, speed, AOA, etc., we are able to create the three major linear forces of the aircraft defined in lbs., as well as the three major angular moments on the aircraft defined in ft./lbs. Combined, these forces define a 6 degree of freedom flight model.

Once we have generated these aerodynamic forces and moments on the aircraft, we then feed these numbers in a highly accurate physics model that generates linear and rotation accelerations based on the planes mass and inertia, respectively. One of the reasons that our physics model is highly accurate is because of the high sample rate used. It also takes into account all of the complex aerodynamic inertia couplings that occur in the real world. Once we have generated accelerations we can then generate velocities. These velocities are then used to update the aircraft's position in the world.

One of the most complex part of creating a state-of-the-art, modern jet flight model is to accurately model the control augmentation system - the CAS. The CAS is in many ways what gives the airplanes its "feel." CAS systems are typically designed to monitor a pilots input command, and adjust control surfaces appropriately based on the given flight conditions.

Jane's F/A-18 has one of the most accurate CAS system simulations that I am aware of. We use realistic control loops in all of our various trim systems, as well as our numerous autopilot modes. Our CAS is designed just like the real thing, allowing us to place the player in a very powerful, but safe aircraft.

  In addition, Jane's F/A-18 has a highly realistic engine model that generates thrust based on altitude and speed - including accurate spool times and an accurate fuel consumption model.

This description of our flight model is a very simplified version of what actually occurs, but it should give you a taste of how we go about things. So what does this all mean? Well, it means that our flight model is dynamic, and can generate an infinite amount of aerodynamic states (and thus "feel") based on user input and current flight conditions. Nothing is "canned" and no lookup tables are used. In short, our flight model is state-of-the-art and allows the player to experience real world flight in the F/A-18.

That was a SIMPLIFIED description? There seems little question that JANE'S F/A 18 will fully qualify as a hard core simulation. One of the key differences between serious simulations and the "light" varieties is in the accuracy of the flight model.

Q. Every generation of simulations builds on the previous, and we've seen an incredible growth in depth in Jane's sims over the years. What advances in AI pilot performance will see in F/A 18?

Scott Elson: The first thing we did was to enhance all of the AI's so that they would interact correctly in a cooperative multiplayer environment. This included not only the aircraft, but the ground defenses and various vehicles as well. We also decided to increase the amount of control you have over escorting aircraft.

We then focused our attention on what needed to happen around the carrier. Things like planes taking off and landing from the ship, helicopters flying nearby for SAR, and stuff like that. This also included adding the comm's for talking with Strike, Marshal, Final, and the LSO at the appropriate times.

Since ships were going to be a bigger part of this game we totally reworked the way their defensive systems behaved. Getting up close and personal to a fully functional enemy warship is not something you want to do if you can help it, especially if its part of a larger task force!

JANE'S F/A 18

We improved, and greatly enhanced, the AI logic of our ground based air defense systems. This was important because, unlike in F-15, in F/A-18 the player will be tasked with SEAD missions. If they fail, other flights will have a very rough time. I don't want to give everything away, but watch out for the SA-10 - they aren't just sitting ducks waiting for you to "pop" them with a HARM missile. We also improved the logic the other SEAD aircraft will use to make them more effective on what targets they select.

Another enhancement we did was to greatly expand the capabilities of the ground FAC. We also added airborne FAC's to the game. One of the cool aspects of the FAC's is that they can put smoke on targets for you and, if the ground FAC has a laser, they can designate for you.

 

JANE'S F/A 18

These AI changes sound significant, especially the emphasis on enhanced accuracy and control in the coop multiplayer environment.

Q. How does the padlock system work?

Matt Wagner: F/A-18's view system builds upon the comprehensive and flexible view system pioneered by F-15.

F/A-18 provides a broad range of fixed "ACM" views that quickly allow the player to scan the airspace around his or her aircraft.

F/A-18 also includes most every conceivable "Padlock" view option. Some of these include:

  • Your designated target
  • Your in-flight weapon
  • Friendlies
  • Enemies
  • Ground objects
  • Vehicles (land and sea)
  • Incoming threats such as missiles
  • The target in the center of your screen
  • Your wingman
  • Tanker aircraft
  • The package you are to escort or the group that is escorting you

To ensure situation awareness while in the "Padlock" view, F/A-18 provides several means of assistance. These include canopy reflections, lift lines, and the glance forward view that allows the player to quickly monitor their instruments in the heat of battle.

F/A-18 also seamlessly combines the "ACM" and "Padlock" views by allowing the player to access an "ACM" while padlocked to a target, but have the view revert to the "Padlocked" target once the "ACM" view key is released. This allows the player to quickly scan for new threats while maintaining eyes on target.

In summary, the view system provides flexibility, ease of use, and choices, choices, choices. (Click HERE for a cockpit interior.)

Q. I believe one of the theatres modeled is Yugoslavia. Why was this chosen and what kind of action will we see?

Matt Wagner Says: F/A-18's campaign centers on the North Cape-otherwise known as the Kola Peninsula-in the year 2004. The game world is greater than two million square kilometers, is built from satellite height data, and reaches from the eastern end of the Kola to as far west as Norway's western coast.

The primary players in the campaign include the US Navy, US Marines, US Air Force, the British RAF, Norway, Finland, and of course Russia.

  Matt Wagner: Campaign operations will be concentrated in the central-Kola region, stretching the entire width of the Peninsula from the sub pens in the north around Polyarnny to manufacturing centers in the south around Kandalaksha. Between these areas are a dense and accurate portrayal of most every smoke stack, airbase, military logistics center, factory, powerstation, port, and population center that exists in the real world.

Defending this airspace are many enemy airbases, each consisting of specific fighter or bomber regiments assigned to them. As the player progresses through the campaign they will be confronted by new air threats as operations take them deeper and deeper into enemy territory.

Threats in the operations area also include an accurate portrayal of SAM regiment and AAA battalion order of battles, early warning radar battalions, and an integrated air defense system (IADS) with several levels of command centers. All of these air defenses are intertwined to form the most comprehensive portrayal of a modern air defense system in a civilian simulation.

Whether it's a factory, bridge, or radar site, F/A-18 also tracks the status of all possible targets during the campaign. If you destroy a runway in one mission, you can be assured it will still be destroyed in the next. However, objects can rebuild so don't expect that early warning site you destroyed to be down forever.

Q. The campaign is semi-dynamic but with a persistent environment. Will resource management be a consideration?

CJ Martin Says: Yes, resource management is a big part of the campaign, probably even more so than in F-15 because in F/A-18 you'll generally have less of everything to start with. This accurately reflects the real life limitations of shipboard operations. You'll be resupplied during the campaign, but you'll probably never have as many of the latest (and most expensive) weapons onboard as you'd like.

F/A 18 uses a much enhanced version of the campaign system from F15. The campaign is built in cells, composed of a group of missions that are related by the goal. As you progress through the campaign there are a number of pathways through the missions in a cell, and your particular path is decided by each mission you fly along with some random variables.

 

JANE'S F/A 18

Cells in turn are grouped into phases which have larger goals. An individual cell might contain three missions, such as escorting a strike force, laying mines, and knocking out a radar installation. The phase itself might have a goal like destroying a harbor and the supply route to an airbase. Each time the player encountered the same phase the goal would be the same, but the individual cells would vary considerably.

Mission types are also diverse, including CAP, Air Superiority, SAR, Interceptions and Scrambles, Strike Missions, Interdictions, support of amphibious operations, and CAS. You'll be working with allied forces, including the RAF. You'll also see carrier vs. carrier engagements.

JANE'S F/A 18
Hornet Rockets

Q. Is multiplayer planned for both co-op and head to head? Will co-op be offered in campaign mode?

Scott Elson says: Yes and yes with up to 8 players in both cases. You'll also be able to create your own multiplayer missions with the mission builder so you could have one group working with AIs, on one side, and another group on the other working with "enemy" AIs.

Q. Will F/A 18 connect to Jane's World War?

Greg Kreafle says: No. Jane's will be Beta testing World War with USAF in a few months. We will not be patching products that ship before this occurs.

  Q. Tell us about the damage modeling, both damage resolution as well as graphical effects.

Damage modeling is relative to exactly where the aircraft is hit, based on the force of the impact, proximity of the weapon, and then calculated according to what systems are in the area of impact. We'll also see cascading damage, where one system may affect another.

On static objects (buildings etc.) damage is rated according to a number of factors including hardness and resiliency. Objects like fuel trucks or parked aircraft have different ratings because they are also explosive, and secondary damage effects are modeled so that an aircraft parked near vehicles will damage them or light structures when it explodes.

Q. With the game set in 2004 will we see any next generation weapons?

The AGM 154 (JSOW) is modeled as well as the AGGM-84H standoff Land Attack Missile. The Expanded Response cruise missile is here (SLAM-ER) and JDAM GPS guided precision weapons. On the Hornet itself the next generation AIM-9X is available.

JANE'S F/A 18

Q. In high end simulations accessibility for the novice is always a consideration. How will F/A 18 bridge that gap?

The game is built for easy access but is like an onion, where you can access deeper levels of control at will. You can simply choose a mission, receive the briefing and then fly, or you can edit waypoints and customize your loadout, adjust the composition of your flight etc. prior to take off. You can even build and save pre-configured loadouts rather than selecting from a standard package.

JANE'S F/A 18

Naturally, the typical options are here relating to difficulty and challenge, and you don't have to fly with full realism if you choose not to. Other features we'll see include a flight recorder (fairly basic) and a mission builder. Expect to see a similar layout to that of F15 but with even greater control.

Matt Wagner: The AIs use a different set of flight model calculations than the focus aircraft (F-15 or F/A-18 depending on the sim). All AI aircraft have their own flight model based on various data points. Some of these include max speed, max G, acceleration, max instantaneous turn rate, max sustained turn rate, max yaw rate, and such. However, they all obey the same laws of physics.

Although not as detailed as that of the F/A-18E, each AI aircraft has a close approximation of flight model of the real aircraft. As you probably read from the interview, a tremendous amount of number crunching goes into creating a high fidelity flight model. To have such a flight model for the AIs would bring even the fastest CPU to its knees. The pilots we've had fly against the F/A-18 AIs have been very impressed. Dogfighting in F/A-18 is night and day compared to F-15.

In terms of SA, they have a visual scan cone, but they may also receive a "heads up" from other aircraft or radar sites. There is no magic SA.

JANE'S F/A 18

The primary difference with F/A-18's mission builder is that it gives much great control over events. For example, you can now set a radius around a vehicle and have certain events trigger when the player enters that distance. In addition to such additions as that, there are all sorts of features that enable you to take advantage of setting up naval units and have them take part in the mission. The mission builder also received a graphic makeover.

Wingman Comms

Matt: Yes, you can communicate with your immediate flight, but also with members of the package (like SEAD and Sweep escorts). We've added additional commands along these lines since F-15. There are several new wingman commands. A couple of examples are of SEAD commands and also the ability to tell wingmen how many weapons to put on targets. And several new AWACS commands have been added.

Q: About SEAD (and AWACS for that matter). I seem to remember in F-15 that it was kind of difficult to actually get help from a SEAD flight or a CAP flight. AWACS would always say something to the effect of, "Can't help you, they're busy right now..." (serious paraphrase there! ). Someone asked Ellison on the F-15 listserver about it and it turns out there were actual rules behind getting help. The helping flights had to be within X-miles, etc...

Are there plans to be a little more complete in the manual in describing the actions of the AI aircraft? Not just in SEAD and CAP, SWEEP, ESCORT, but when you say "clear my six," (for example) what does the AI take that to mean? And, has the code for AI actions been changed any so that it is easier for us to get help from the AWACS?

Matt: You're much more likely to receive fighter and SEAD support in F/A-18 for two reasons. First, more such flights are in the missions. There is generally at least an alert 5 ready to go. Second, the conflict area is generally smaller than in F-15. The determination of getting support is based on distance, if they're tied up, and weapons/fuel load.

I honestly don't know if this topic was covered in high detail in the manual. As it is, we can't make the manual bigger because it physically wouldn't fit in the box.

Hardware Support

While USAF has specific enhancements for the Pentium III, F/A 18 will not. Unfortunately this also means no additional support for AMD's Athlon either.

As to what sound APIs are supported, it sounds like it's neither EAX nor A3d in this release. Instead look for DirectSound with programatic sound positioning. On top of DirectSound the team uses Miles Sound System for mixing and high level interfaces.

A Short History of F18 Simulations on the PC

For more on the Super Hornet see: F/A 18 Super Hornet, What I Did On My Holiday, and Ride in a Hornet.



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