Title: European Flight Sim Convention 1999 By: Kurt 'Froglips' Giesselman Date: 1999-12-08 2018 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
When I read there was going to be a flight sim convention, almost in my
own back yard (just across the channel), I thought it was a great
excuse for me to visit with a few of my online flying buddies and check
out some new sim stuff. I didn't know what to expect at a flight sim
convention.
Would the latest releases of flight sim software be offered? Would
there be any bargains on older software? Would there be any hardware
manufactures to ask about their latest developments in HOTAS and flight
sim accessories? Would the hardware manufacturers have any of those
'show specials' on a hot HOTAS? Would any of the big name producers
(Microsoft, Microprose, DI, SSi) be showcasing their newest simulations
and those under development?
Can you say, "All of the above and more?"
The minute my buddies and I walked in the main entrance to the show we knew we had come to the right place.
There were piles of equipment and software everywhere. I could see
FS2000 and Flanker 2.0 up and running on hands-on-demos. We looked to
the right and saw a huge display by Abacus showcasing their huge
selection of add-ons for Microsoft's FS98, FS2000, and Combat Flight
Simulator.
Ahead of us was the CH Products display with a full assortment of HOTAS
and yokes. We hadn't even made it two feet inside the convention. There
was even more in the next room where F/A-18 was up and running right
next to the Suncom display with prices too good to be true. In the
center of the room Microprose was running B-17 II and Gunship III. We
frankly didn't know where to start.
I couldn't help but notice the prices Suncom was offering on
their F-15E Talon and their SFS Flight Controller and SFS Throttle.
John Sage of Suncom told me that they had really rolled out their best
prices for the show. I asked him what was coming down the pike from
Suncom for the new Millenium.
John told me that they were working hard to bring out their new USB
line. He told COMBATSIM.COM™ that the new USB SFS throttle would have
both game and USB ports. They are working on the new USB F-15E Talon.
Suncom's product development is still on target for both these products
to be released in the early half of 2000. The split throttle really is
coming into its own with the release of simulations like F/A-18 from
Digital Integration.
Right next to the Suncom display was Digital Integration running their new simulation F/A-18 in all its glory, with its fully clickable cockpit, beautiful graphics, twin engine, and carrier landings.
F/A-18 was set up with a Suncom rig to take advantage of the
split throttles. I picked up a box and read "As used by the U. S.
Navy," written across the top. I asked, "What the heck does this mean?"
I was told that a specially modified version of DI's F/A-18 is used in
early pilot testing by the Navy. Incredibly, the only change required
by the Navy was modifying the software to split up the normal view to
drive three monitors positioned to give the future Navy aviator a more
panoramic view than us poor sods with only one monitor.
Our next stop was the Abacus table that was groaning under its
load of Microsoft Flight Simulator (98 and 2000) and Combat Flight
Simulator (CFS) add-ons. The recently released Wings over China was
clearly the hot seller.
I was fortunate to meet Arnie Lee, head of Abacus. He told me that he
hopes to add several more expansion packs to the CFS in 2000. Abacus
has been working on Tuskeegee Flight and plans to release this in mid
Q1. Arnie said he would like to do more in the Pacific Theater. He
could not name anything specific but you can bet that if he thinks it
is a good idea then it will happen.
We visited the CH Products booth where Kath Hills walked us through the
broad CH product line.
They had their new two lever USB Flight Yoke for sale and a working
prototype of the three lever USB Flight Yoke to be released early next
year. She said that the new USB throttle should hit the shelves at
about the same time the yoke does. As long as they arrive in time for B-17 II,
I will be happy. Kath told COMBATSIM.COM™ that their customer survey
had been very successful and would help them guide their coming
generation of HOTAS, yokes, throttles, and rudder pedals.
Our stop at the Microprose display had to be one of the many
highlights of the show. MP was running early versions of B-17 II and
Gunship III. I had the opportunity to fly both simulations and I have
to say that these are going to raise the bar again in 2000. I was
fortunate to be able to fly B-17 II (and several other aircraft modeled
in this sim) at length and get a thorough tour around its remarkable
interface by no less than the game's producer. He was quick to point
out the parts of the sim that are still under development like the
terrain art and mission builder.
Aside from the areas that are still to be finished the rest of the sim
looks gorgeous. Flying through the clouds was totally real. You can
really hide in the clouds (and lose track of your flight as I managed
to do). Looking through the bombsite through moderate cloud cover was
spooky. I felt like I was watching an old newsreel.
The damage modeling is simply the best I have ever seen. The interior
shows smoke damage after there has been a fire, shattered Plexiglas
(and dead crewmen) from AAA and enemy fighters. I could see the wing
fuel tanks and struts through the wing's shredded skin! The twin-skin
technology and damage modeling is unique and incredibly detailed.
In this development version I saw all the potential areas for damage as
data which made it easy to see how a strafing had shot up my B-17. In
the finished version a visual inspection of the fuselage will be
required to spot damage, along with reports from the maintenance crew.
The pilot has to decide what should be repaired based on available
spare parts, number of aircraft out of service, and the needs of the
campaign. Wow!
There are several flyable aircraft in B-17 II including a P-51 which I
tried out. The flight model was excellent ("here are no plans to dampen
down the spin and stall characteristics, except at the lower realism
levels. The exact magnitude of any changes to the flight models for the
lower realism level have yet to be worked out, and will be assessed
during the gameplay testing process," Iain Howe). I even had an
opportunity to test out the damage modeling when I bent the prop trying
to fly too close to the ground. The cockpit was very detailed and will
be fully clickable in the finished product.
B-17 II uses full bump mapping. Wayward has chosen to do everything
through DirectX 7.X (no T&L). This yields high performance on
current graphic cards. This development version of the program was
running on a PII 450 with 128 meg of RAM and a TNT2 Ultra graphics
card. The Voodoo3s have been tested and perform well too. Everything
was smooth as silk with eight B-17s in my flight (Wayward plans to
tweak this up to full squadron strength so you can jump between 12
aircraft). The release date is still targeted for Q1 2000 so save your
pocket change folks.
Gunship III…..IT HAS
TREES!!! What else can I say? No more slinking behind hills, searching
for cover that is sparse at best. IT HAS TREES! The flight model seemed
up to snuff, although it was hard for me to gauge with the Microsoft
Twist-o-Flex joystick. I just cannot fly a chopper without throwing my
body around like someone having a fit. This style is not a good match
to the twist rudder of the MS product.
This demo was a very early development version of Gunship III with
no damage modeling for your helicopter. I could fly into trees (I did),
crash into the ground (I did), even Kamakazi into enemy armor (I did
that too) without the impervious Gunship even getting a nick. The MP
person that was helping me try to keep in the air said that there was a
newer version of Gunship III in internal development but that it had
not made it to the show in time to be shown as a demo.
Speaking of helicopter control setups, have you ever heard of Copy Cat
Controls? If you haven't and you are a hard core helicopter simmer,
then reach for you credit card, partner, because I have the ultimate
helicopter HOTAS to show to you.
This setup is based on the excellent Saitek 2000 joystick. The stick
has been heavily modified, all with the approval and blessing of
Saitek, into a fully adjustable helicopter HOTAS with rudders that
plugs into your normal joystick port. And I mean fully adjustable like
you have not seen before.
I watched the Copy Cat Control setup be adjusted to work with a twelve
year old kid then a six foot plus tall adult. Everything is metal,
everything moves. The throw of the stick is fully adjustable from tight
for a modern helicopter to loose for a WWI fighter. The setup includes
mounts for your monitor, optional mounts for a keyboard, MasterPilot,
or just about anything else you can dream of. You supply your own
chair, which I consider to be a big plus.
There are a whole range of attachments for this setup
including an adapter for your standard joystick and throttle, mount for
racing wheels, and several free form mounts to add PC Dashes or
whatever else your heart desires. I was very surprised at how
reasonable this all-metal setup was priced. It is on my Christmas list
to say the least!
We finished the once-around-the-show with a stop at TLC/Mindscape/SSi. As you might guess, their display was piled high with Flanker 2.0
boxes. I was lucky to find Jim Mackonchie, Managing Director for The
Learning Company in Europe, manning the booth. Jim loves flight sims as
much as anyone I have ever met. We talked at length about Flanker 2.0
and the future of this series and flight sims in general. Jim and
Mindscape/SSi are really trying to stay in touch with their customers.
I was impressed that Jim was aware of virtually all the current
problems in Flanker 2.0 and could tell me that their team was working
hard to correct them with a minimum number of patch iterations. The
best news he gave me was that SSi is looking at changing the
multi-player mission planning process to the master-slave setup that
Flanker 1.5 used. These guys are really listening.
The work on Su-39 is continuing along with the Su-27 patch process. Jim
assured me that patching Su-27 and creating Su-39 are not mutually
exclusive projects and that they build on each other very well. I
thanked Jim for a great sim and asked him what was after the two
Flankers. He gave me a sly grin and said he couldn't tell me but he
guaranteed that I would like it (I told him I was a mud mover).
For some of the latest screens from B17 II go HERE