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Interview with Andy Hollis: Executive Producer for Janes F15
by Leonard "Viking1" Hjalmarson
"Suspension of disbelief" is a hot phrase in PC simulations. Some
key elements of suspension of disbelief are communications and interaction with other elements, object modelling and graphics detail, realism in weapons, systems and physics, and the campaign structure. Most developers have moved in the direction of a dynamic campaign structure to give the illusion of a real time environment.
Late in 1997 Origin Skunkworks and Janes Combat Simulations released one of the finest examples we have yet seen of a combat flight simulation. The dynamic environment of Longbow 2, combined with excellent graphics, careful attention to detail, and high levels of realism in virtually every area of the simulation led us to award Longbow 2 "Simulation of the Year." Now Andy Hollis and crew are getting ready to unleash their latest and FIRST simulation from the Maryland Skunkworks in Janes F15.
Csim: Thanks for making the time Andy! And congratulations on raising the
bar for 1998 with Longbow 2. Its a fabulous piece of work and we're looking forward to the same standard in F15. Tell us about the team behind Janes' latest.
Andy: We are very fortunate to have
rounded up a great group of very experienced sim developers, with a
solid pedigree. These are the movers and shakers behind such
well-known simulations as Gunship, F19 Stealth Fighter, F15 Strike
Eagle II & III, F14 Fleet Defender, Task Force 1942, 1942 Pacific Air
War, and Across The Rhine. They have toiled tirelessly for over two
years with a singular focus on creating the definitive jet combat
simulator, one that can be enjoyed by a wide range of players. These
guys live and breath military aircraft and one step into the Baltimore
offices of Origin will give you an understanding of that. In the end,
a great product comes not from a great idea, but from a great team.
Check out Jane's F15 and see what I mean.
Csim: After the hectic pace of Longbow you deserve some time off, but I
bet the team working on F15 has a pretty good head of steam! Where
are they in the process at this point?
Andy: Jane's F15 is solidly in Beta. Everything works. We are just putting
the finishing touches on it and doing lots of tweaking of the
gameplay.
Csim: You have a lot of history with the F15. Tell us about it.
Andy: Well, in a previous life, I had a little something to do with a couple
of sims called F15 Strike Eagle II and III, both developed for the IBM
PC. The first of these was finished in 1989, and was the first
256-color flight sim on the market. For those days, given that it had
to run on an 8088 processor, it was quite realistic, but was more akin
to today's "sim-lites". F15 III, which shipped just before Christmas
of 1992, was a major breakthrough in realism for combat flight sims.
The avionics of the F15E were modeled with obsessive accuracy, and
the flight model was developed in conjunction with a real F15 pilot.
It was also the first with fully textured terrain and featured a
scrollable virtual cockpit. It also broke new ground in multi-player,
supporting two modes of cooperative play (front-seat/back-seat and
pilot/wingman) in addition to the traditional head-to-head
dogfighting. Finally, it set a new standard for scalability of
gameplay to appeal to a broad range of players through its infinitely
customizable realism and difficulty settings. Jane's F15 has a clear
spiritual ancestor in these products.
Csim: What are the features of the F15 that make it one of your favorites?
Andy: First and foremost is that the F15E is one of the US Air Force's
preeminent strike aircraft (the other being the F-117A). When
something critical just *has* to be destroyed, the F15E is the
aircraft for the job, particularly when the striker may have to defend
himself. Being a dual-role fighter, the F15E can defend itself quite
effectively against air threats, just as easily as it can be utilized
to deliver ordnance on a target with pinpoint accuracy. In short, it
is the complete fighter aircraft with a huge variety of mission
types.
The F15E is also a currently operational aircraft, which means there
are real pilots flying the plane, at real airbases around the world,
many times in harm's way. This aircraft has a tremendous combat
legacy from Desert Storm, being the only aircraft that was
consistently successful in striking targets in all kinds of weather,
anytime of the day or night, and being able to fight its way in or
out. The F15E is as "cosmic" as it gets from a technology standpoint,
and has proven its worth and that of its aircrews in protecting our
country's interests around the world.
Csim: When you came to Origin was a new F15 sim already in your mind?
Andy: Certainly any line of combat simulations products needs a jet sim.
Initially, though, we were looking more to the US Navy's F/A-18. The
Hornet has a similar dual-role ability to the F15E, but is not quite
as capable. Given that it has to takeoff and land on a carrier, the
F/A-18 is somewhat limited in combat radius and overall ordnance
capability. It also has not had as stellar of a combat legacy as has
the F15E, particularly in Desert Storm. Given that, and the time that
has passed since the last Strike Eagle sim, we switched over to the
F15E.
Csim: What are key differences in direction in this new simulation over
past attempts?
Andy: In many ways, this sim is not an attempt at revolution. It is,
instead, an evolutionary combination of the most important aspects of
jet combat taken to an obsessive level of authenticity and immersion.
At Jane's we don't do "marketing checkbox" products, where you
attempt to do everything but fail to anything well. Instead, we
choose a set of features, do them well, and push the state-of-the-art
in those areas. With Jane's F15, those areas are: Flight modeling,
avionics, 3D graphics, campaigns, and accessible/configurable
gameplay. It is a very complete package.
Csim: Are you aiming for the definitive F15 simulation, and what are
some of the challenges you face?
Andy: "Definitive" is what we do at the Jane's SkunkWorks. The biggest
challenges have been finding enough time to get it all done. And the
corollary to that is knowing when to stop. We have an incredibly
talented and creative team working on this project, with a long
history of successful simulations products on their resumes. Each day
these people come up with more and more cool ideas, and each day the
hardware platform we develop on gets more and more capable. The trick
is knowing what ideas to keep and which to leave for another day. Oh,
what we could do with just another day...!
Csim: Tell us more about the AI system we'll see in F15. And can you relate
it to the system in place in the Flash Point addition to the original
Longbow?
Andy: First off, relating things directly to Longbow is probably not a good
idea, since that sim is based on a battlefield scope. F15 is a
theater-wide conflict and has to reflect that huge scope in the way it
does things. Things happen in a similar way within F15, but on a much
grander scale. It is a very sophisticated system and would take many
pages to describe, but here's a flavor of some elements:
All of the enemy air defense emplacements are connected via a
hierarchical integrated communications network. This models the
Soviet-style training and doctrine that is employed by the adversaries
in this simulation. If you just knock out a single missile launcher
in a SAM site, that site can still launch at you. If, instead, you
take out the tracking radar unit, that entire site is useless.
Similarly, if you are detected by one SAM site, others nearby will be
moved to a higher state of alert, making your continued forward
progress more difficult. If you take out the communications centers,
though, these sites cannot share this detection information and each
will have to act alone. Communication is key to the enemy's
effectiveness and should direct your strategy for disabling it.
Detection is by Ground Control Intercept radars and can also cause enemy
planes to be vectored on your last known location. You might also be
detected by planes that are already out on patrol. In any of these
situations, groups of planes will work together to break down your
strike package, and destroy all elements of it. If they detect you
beyond visual range, they will try and take you out via clever
long-range tactics. On the other hand, if the fight gets up close and
personal, planes will transition into specific dogfighting AI, which
will employ a variety of techniques to get you in their sights.
In addition to all of this, you'll find lots of things going on in the
world: strike packages out on missions, patrol aircraft doing their
thing, Search and Rescue platforms responding to downed aircraft, etc.
Its a big world and you are just one part of it.
Csim: Detail in treatment is the hallmark of the Longbow series. From what
we have heard about F15 we can expect this same attention to detail.
Tell us about the work going into avionics and weapons systems
modelling.
Andy: The first thing to note is that the guy programming the avionics used
to do this sort of thing for a defense contractor. As such, he only
knows one way to do it: the realistic way. We've modeled all of the
systems of the F15E with painstaking fidelity and completeness. All
of the APG-70's air-to-air radar modes and sub-modes are there, with
all four auto-acquisition presets. The F15E's synthetic aperture
air-to-ground radar has the correct interactive real-time Real Beam
Map display, with appropriate constraints on its usage for creating
high-resolution patch maps. These are used for pinpoint
targeting of specific objects. (Click on the image at left for a high res CombatSim exclusive -105K).
In addition, there are over 30
different kinds of ordnance that are correctly simulated, with all of
the appropriate employment methods. Slewable Maverick and GBU-15
video is there, as is use of the nav and targeting FLIR pods. Oh, and
did I mention that the MPD's were programmable? Yes, just like the
real thing, you can customize (and save) your avionics setup for your
personal taste.
All of this detail is actually easier to use now, when compared to
older simulations, because of the "clickable" cockpit interface.
Everything in the cockpit works which means you no longer have to
memorize long lists of keystrokes and can just click the MPD buttons
to change radar modes, ranges, display settings, etc. Of course, you
can always map commonly used functions to keys as you see fit.
Csim: Comms is suddenly being given a great deal more attention in
simulations like if22 and f22:adf. Will F15E break new ground in this
area as well? Will the player be able to feel that he is in an
interactive communication environment even in single player mode?
Andy: There is an amazing amount of information coming to you from your
radio. Forward Air Controllers calling targets to you in a "Kill
Box", downed pilots calling for Search and Rescue help, other members
of your strike package calling for coordination instructions, and even
the control tower given you the proper clearances for takeoff. Its
all there and then some.
Csim: Will we have interaction with AWACS and JSTARS and FACs?
Andy: Absolutely. For example: AWACs can be called upon for a "picture" of
the area at any time. JSTARs may vector you to a new target
mid-mission, just as FAC's will direct you to targets of opportunity
along the "Highway of Death".
Go to Part II

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Last Updated February 14th, 1997
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