Enemy Engaged: Interview with Kevin Bezant of Razorworks - Page 1/1
Created on 2005-03-10
Title: Enemy Engaged: Interview with Kevin Bezant of Razorworks By: Len 'Viking1' Hjalmarson Date: 1999-12-15 2412 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
An interview with Kevin Bezant of Razorworks, with assistance from
Dave Lomas (AI) and Todd Gibbs (flight models). Please note that the
terrain and buildings are still work-in-progress.
Some time back Razorworks released Apache-Havoc, simulating the AH-64 Apache/Mi-
28 Havoc combination. These two choppers represent the best of the operational
helicopter technologies of the American and former Soviet-bloc countries. At
the time of release we were informed that an interoperable simulation of the
Comanche-Hokum duo would follow. As we near that date more information has
become available, and the Razorworks crew consented to this interview.
Q. Thanks for taking the time! Can you introduce yourselves and tell us a bit
about your background as it relates to PC simulations?
A: We're Razorworks, based in Oxford, England. We are currently developing Comanche
Hokum as a successor to Apache Havoc. Previously some of us worked for Digital
Integration on titles such as Tornado, Apache Longbow and Hind.
Q. C-H includes not only new gunships but also new theatres. What are the
primary differences between the Comanche/Apache and the Havoc/Hokum? What
difference does this imply for tactics?
A: The main feature of the Comanche is the stealth technology. I've read that in a
full stealth configuration (gun stowed, gear raised, bay doors closed and no
stub wings attached) that the radar signature of the Comanche is 1/600th of that
of a single Hellfire missile!
Tactically, this means that the Comanche should
excel at Scout and Recon missions. The Comanche has been designed to be 'mission
agile' and can be configured for attack/precision strike missions. The Comanche
has all glass cockpits (the pilot and co-pilot cockpits are identical - the
pilot sits in the forward seat).
The Hokum is a very different beast to the Havoc, the most obvious features
being the co-axial main rotor configuration and the side-by-side crew seating
arrangement. The Hokum's cockpit is more modern than the Havoc's having more
multi-functional displays and a few standby instruments.
There is a lot of
rivalry between the manufacturers. Kamov claim that the Hokum is more
manoeuvrable than the Havoc and the side-by-side seating arrangement helps with
communication whilst Mil claim that the co-axial rotor arrangement of the Hokum
is disastrous for combat helicopters (the blades can clash in high-g manoeuvres)
and that the seating arrangement restricts the pilot's view.
They also say that
the ejector seat system in the Hokum is of little practical use because the
discarded rotors are likely to damage other gunships in the formation.
Tactically, the Hokum probably wins on an ease of use basis but I'd agree with
Mil and say the pilot's view is more restrictive.
Q. The virtual cockpits are looking very, very good! Will there also be fixed
cockpit views or have you gone exclusively 3d?
A: The cockpits are exclusively 3D and therefore work at all permissible screen
resolutions (those between 640x480 and 1600x1200 which have a square aspect
ratio).
Q. The animated crew looks to add a great deal to the immersion factor. Are
these guys actually doing something or are they only there for show? That is, do
they hit an appropriate button when I do?
A: The animated crew do re-act to some stimuli such as the pilot's arms and legs
move with the controls but they also 'freelance' a bit on the button pushing. If
they reacted to the actual keypress then the delay would have been intolerable.
There are some nice touches. The Hokum crew will lower their night vision
goggles when they are in use and the Comanche crew's HIDSS (Helmet Integrated
Display Sighting System) is actually projected on to the lenses. Initially we
decided to include the crew because of the side-by-side seating in the Hokum, it
would have looked very odd if they weren't there. Once the crew were in place we
decided to bring them to life.
Q. Tell us about the new campaign theatres.
A: "Sword In The Sand" involves a bit of sabre rattling over a border dispute
between Yemen and Saudi Arabia, "Task Force Lebanon" involves the US sending a
task force into Lebanon and "War Of Independence" involves the Chinese invading
their 'rebel' state.
Q. When I spoke to you at E3 you mentioned the amount of work that was going
into rebuilding the AI. Tell us about the difference this makes in wingman
performance.
A: A large percentage of the AI has been completely re-written for C-H making it a
very different game to Apache-Havoc. During normal flight, wingmen will fly in
formation with the flight leader and not just go racing off on their own as they
did in A-H. This means that if you are the flight leader, your wingmen will
follow you around and stay in formation with you. You will also be able to
change formation during flight via the radio comms system. If you are not the
flight leader however, then you will be expected to keep up with the rest of the
group (but they may periodically wait for you if you lag behind).
The most significant improvement in the AI for Comanche-Hokum is in the combat
department. Your flight group will search their surroundings for places to hide,
and bob-up and fire on your command. Buildings, bridges, forests and hills are
some of the things that helicopters will use to mask themselves.
Q. Tell us about the comms structure. What kinds of commands can we give to our
wingmen? What kinds of information will they convey to us during flight?
A: There are all the commands from A-H carried over, such as the usual "Attack my
target", "Return to base" and "Weapons free" etc., plus we have added a number
of new commands for C-H. As mentioned above, you will be able to change
formation and give the orders to bob-up and fire. You can now also request
artillery strikes against your target area. In addition to this, your wingmen
will give you more feedback on what they are doing.
Q. Do my wingmen grow in their abilities over time?
A: No, you arrive in country with fully trained pilots.
Q. The AI for enemy performance has also been reworked. What kinds of behaviours
will we see... panic, stealth, hiding? Morale factors? Others?
A: Aircraft will be stealthier and, as mentioned before, helicopters will hide
behind things. Other factors such as 'panic' have not really been considered,
but since it is not yet finished then who knows?
Q. How many skill levels are modelled for enemy AI?
A: The three skill levels have been carried over from Apache-Havoc. The most
noticeable differences between them are how quickly the enemy can lock onto you, and how often they fire at you.
Q. Does this also mean improvements in AI for other platforms? Will we see a
difference in behaviour for jets over Apache-Havoc, for example?
A: Yes indeed. The flight model for jets has been re-written so that they can fly
inverted and also fly in formation. As with helicopters, the main difference in
the AI for jets is in combat. Jets will approach ground targets low, before
climbing up and launching missiles from distance, or alternatively diving down
upon their target with rockets or chain-gun. The sight of four SU-25s
simultaneously launching salvos of rockets upon a group of tanks is quite
spectacular!
Ground vehicles and ships have been given a complete overhaul, making them a lot
less forgiving than in A-H. Plus artillery and MLRS are now fully operational,
and will launch attacks on enemy units and installations up to 30km away.
As well as individual unit AI being upgraded, the overall campaign AI has been
completely re-written. There are many more mission types to choose from, and
they are created much more intelligently in order to keep the war progressing in
a reasonable fashion.
Q. The ground war was lacking in Apache-Havoc, in spite of the fact that this
was a low to the ground simulation. As a result, immersion was compromised. What
kinds of changes will we see in C-H?
A: The most obvious change to the ground war in C-H is that you will actually be
able to see what your ground forces are up to. Whatever ground war there was in
A-H was kept hidden from the player and so, like you say, immersion was
compromised.
In Comanche-Hokum you will be kept informed of what your ground forces are
doing, e.g. when they are advancing, when they are under attack, etc., via radio
messages and a constantly updating event log. You will be able to see when
things are fighting on the map, and have the facility to bring up detailed
information on each group.
There will be more CAS and BAI missions for the player to fly so you can
'interact with' (i.e. destroy) enemy ground forces, and as mentioned above the
artillery and MLRS now pose a significant threat to your side so there will be
missions to seek out and destroy them.
In addition to this, more care has been taken when designing the warzones to
ensure that opposing ground forces come into contact with each other much more
frequently.
Q. GCI networks and the like have become very sophisticated. How do you model
detection in C-H? Does detection modelling include sound? Does my IR signature
change as I increase engine output, and does that affect detection?
A: In C-H detection is modelled via range and line-of-sight. The line-of-sight
checks are very accurate and take account of the terrain and buildings. Sound
and IR signature are not considered.
Q. Is terrain masking in place?
A: Yes, this applies to the player and AI aircraft.
Q. What will we see for weather? Wind? Ground turbulence?
A: All of the weather effects from A-H have been carried over to C-H.
Q. Will we have any control over movement of friendly ground forces? Will we
interact/communicate with them in any way?
A: They will communicate with you. If they are advancing they will tell you where
to, and if they are under attack they will tell you where they are and request
assistance. The only real interaction you have with friendly ground forces is
when you request an artillery strike.
Q. Will we see actual infantry moving about in C-H? Will we fly insertion and
extraction missions?
A: Yes, infantry will be seen patrolling airbases and other military installations,
and also dropping out of Hinds and Blackhawks to capture enemy facilities. You
will be able to fly as escort to these insertion missions.
Q. Will infantry present a real danger to my chopper?
A: Some infantry carry shoulder-launched SAMs that definitely pose a threat to your chopper.
Q. Tell us about changes to the interface.
A: The user interface is yet another part of Comanche-Hokum that has been re-
written rather than changed. This was necessary to give us features such as
allowing the interface to be drawn at any resolution, and the ability to draw
animated 3D objects in the front end. Apart from the technical side of things,
the user interface has also been re-designed to make it a lot more intuitive and
easy to navigate around.
Q. How is intelligence presented to the player between missions?
A: Apache-Havoc was severely lacking in this department - there was such a lot
going on in the campaign but the user rarely got to know anything about it.
Comanche-Hokum is the complete opposite in this respect - basically you have
access to everything that is happening in the game. You can easily bring up
details on every single mission, airbase, farp, factory, tank, jet, helicopter
etc. Briefings and debriefings are a lot more detailed than in A-H, and are not
just restricted to the player's missions either.
There is also a constantly
updating event log which keeps you informed of all manner of events and where
they happen, such as units under attack, missions completed/failed, farps
captured/lost, etc. You aren't just limited to accessing intelligence between
missions either, because of the nature of the fully dynamic campaign all
information is equally accessible both between and during missions.
Q. Tell us about debriefs, mission stats. Will we have enduring pilot records?
A: Mission debriefings are still being implemented, but currently contain the
following information: Success rate (complete success, partial success or
failure). A list of targets destroyed by each member of your group. A list of
any wingmen casualties and how they were killed. Plus we can also overlay the
actual route the player flew on the map.
Yes, there will be an enduring player log - storing information such as number
of missions flown, flying hours, kills, losses, campaigns won etc. Plus there is
a full complement of medals to be collected for each side: - Medals may be
awarded upon completion of a mission and range from the Purple Heart to the
Medal of Honour. Wings are awarded for flying hours clocked up, and there are
special medals awarded for successful completion of each campaign.
Q. From the look of the cockpits avionics have become more detailed. What kinds
of changes will we see here and what difference does it make for the user who
wants a higher degree of realism?
A: The avionics are similar to A-H but there are several new MFD pages. Avionics
have been added to improve the gameplay rather than increase the micro-detail.
For instance, a 'Mission' MFD page has been included so that if you 'hop' from
one gunship to another in-flight then you just need to look down to see what it
is you're supposed to be doing. This saves returning to the planning screen.
An advantage of the Comanche over the Hokum is that the Comanche has 4 displays
in each cockpit so that 8 of the total 10 MFD pages are always visible (if you
switch cockpits).
Q. One of the biggest improvements in Apache-Havoc post patch was the flight
modelling. Even retreating blade stall was modelled, pushing the model beyond
anything seen before in a PC simulation. Will C-H improve on the fm even
further, perhaps adding translational lift?
A: Apache-Havoc's flight models were fairly comprehensive but there will be a few
improvements for Comanche-Hokum. One of the most noticeable features will be the
ability to taxi around airfields. The Pilot will now be able to manoeuvre the
aircraft whilst landed and perform rolling takeoffs. Auto-Rotation is also a
feature that will be making an appearance. Incidentally, translational lift was
modelled in Apache-Havoc.
Q. What kind of research is necessary to accurately model these platforms? Is
information difficult to come by?
A: Comanche Hokum simulates all the forces acting on the aircraft and resolves them
to produce realistic behaviours. Every force is modelled, from the wind
resistance on the fuselage down to the reduced lift generated by a retreating
blade. When all the forces have been modelled correctly it becomes a matter of
tuning the flight characteristics. This is where research material comes in, and
good beta testers !
Q. Who actually tests the flight models as they near completion?
A: We have a really good group of beta-testers some of whom are fully qualified
pilots. We rely on their feedback to get the flight dynamics right.
Q. Tell us what new vehicles/platforms we'll see in the missions.
A: We have added some more helicopters and transport aircraft. We are hoping to add
some more tanks as well. New helicopters:
AH-64A Apache
Ka-50 Hokum
OH-58D Kiowa Warrior
MV-22 Osprey
AH-1T SeaCobra
AH-1W SuperCobra
CH-53E Super Stallion
New aircraft:
C-17 Globemaster III
IL-76 Candid-B
C-130J Hercules II
AN-12B Cub
Q. Damage modelling is critical to many of our readers. Which systems are
modelled for damage in C-H?
Q. Is damage to our chopper modelled graphically for particular areas on the
airframe?
A: Damaged rotors are shown but no airframe damage.
Q. What kinds of weapon systems are modelled for the Comanche? For the Havoc?
What level of realism are you aiming for here?
A: Comanche:
20mm Cannon
AIM-92 Stinger
AGM-114L Longbow Hellfire
AGM-114K Hellfire II
Hydra 70 M255 FFAR
Hydra 70 M261 FFAR
Hokum:
30mm Cannon (switchable AP/HE rounds)
Igla-V (IR air-to-air)
Vihkr (anti-tank guided missiles)
S8 80mm FFAR
S130 130mm FFAR
GSh-23L cannon pods
The level of realism is the same as A-H except we now take account of the
penetration angle/weapon effectiveness (for example tanks have more armour at
the front).
Q. Are these choppers evenly matched when they go head to head?
A: I'd rather take my chances in the Comanche but the Hokum does have the ejector
seats. On the other hand the Comanche is more stealthy but the Hokum is more
manoeuvrable ...
Q. Making a simulation accessible to the novice is also important. How does C-H
accomplish this? Are there training missions? Will they contain a simulated
instructor?
A: We have improved the accessibility to the novice player by having 'Novice' and
'Realistic' avionics modes and we will have a quickstart keyboard guide in the
box.
There are no scripted training missions, although 'Free Flight' will still be
included and the player can practice flying, targeting and weapon drills in a
passive environment.
The AI engine for C-H is fully dynamic and therefore it is very difficult to
script training missions because you can't guarantee the same events will happen
time after time. We made a decision to put our effort into improving the AI for
the dynamic campaign instead.
Q. Tell us about the terrain. Will we see individual trees?
A: The terrain is similar to A-H in that we have the solid forests with a skirting
tree line but we will include more individual trees. We have also made the
curves in the roads and rivers smoother.
Q. Will you support hardware T&L? How does this impact the frame rate?
A: We do support T&L and it makes a substantial difference to the frame rate.
Q. What will be the recommended system spec to run at high detail at 1024x768?
What about medium detail at 800x600?
A: It's impossible to state system specs at this time because the program needs to
be finished and optimised. The memory footprint for C-H is smaller than A-H so
there will be less memory paging. On my development system (PII 400 + VooDoo3)
changing screen resolution doesn't affect the frame rate too much because the
program is not fill rate bound.
Q. Tell us about connectivity between A-H and C-H?
A: If you have A-H installed on your PC, C-H will detect this and allow you to
select the Apache and Havoc gunships in addition to the Comanche and Hokum
gunships.
A: The goal is to make a C-H campaign playable across the Internet. With A-H the
LAN game worked fine but the Internet game was troubled with the reliability of
packet delivery and latency. Oh.. and there will be tandem cockpits for two players to co-op in the same machine.