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JANE'S F/A 18 : Interview

  by Leonard "Viking1" Hjalmarson

 

  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.

Click to continue

 

 

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.

Go to Part V: Campaign Operations

 

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Last Updated October 29th, 1999

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