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Falcon 4.0 Interview Part II
by Leonard (Viking1) Hjalmarson


F4 Cockpit Left Csim: Give us an overview of the avionics as you experienced them.

Jeff: I've been given a look at the -1 manual on the F-16C blk 34. I needed it. It is so cool that I can look at F4 and use the REAL flight manual as a reference. This is the first sim I've played that will use NCTR for IFF instead of the old system. NCTR measures how sure the bandit is based on a number of criteria. It is not a on/off switch. I was hoping for a few more master modes but the sub mode implementation is very good. They are even having a few modes that "no self respecting fighter pilot would use" Again I've overheard someone say at MPS, if it's in the T.O. it should be in the game. Mindset. I 100% agree.

The sounds are the best I've ever heard in a game. External sound volume is controlled separately so if you want arcade style explosions and flybys you can add it. If you want to fly realistically and not hear your wingman's engine or an AIM9m burst at two miles you can.

Csim: Were there any avionics features that surprised you?

Jeff: HTS, NCTR and the lack of a zoom mode for the maverick. I don't know if it's going to be in place. With the HTS, so little is known about it that not much can be done. With airforces all over the world flying F-16's, you can get a lot of information on most of the radar modes. With the HARM, it's very classified. The TEWS will be done differently than any other sim. Each radar type will give a different audible sound.

F4 ATC

Csim: How have you found the radar modelling?

Jeff: Uh....perfect? I know how to use it. I can engage well with it. My Thrustmaster files are set up like the real F-16. But really, I must defer to the F-16 guys and I'll bet they can't even talk about it.

Csim: I understand that there has been considerable discussion regarding views, especially the padlock. What is in place now and what are the range of possibilities?

Jeff: There is talk of adding more static views with more of an "up" perspective. F4 will set a precedent in padlock views by having multiple options. Realistic padlock will only allow you to padlock in your FOV and within visual range and blocked by the cockpit. Simple mode will see everything everywhere and start on closest threat first. Then they have another view which they call "Extended FOV." We all know it as Hawkeye because it is similar to B2B's view. I would say that MPS is flexible in this area based of input they receive from testers and the users of the demo. I'm hoping that the F3 style window on the left 20% of the screen can be modified.

Csim: What is the virtual cockpit like in F4 so far?

Jeff: The graphics got a bit of a facelift and more will be done. Again the demo does not show that the TWI and DED will work and that weapons will be seen on the wings. Gladly they are not superimposing MFD's on the virtual screen. They are leaving the MFD's in the MFD.

Csim: Janes F15 offers some options we haven't seen for a while, including a very logical hierarchy of command of WING, ELEMENT and FLIGHT. Is F4 modelled this way for your AI comrades?

F4 External Jeff: Can't comment yet.

Csim: What about other kinds of sound modelling. What were your impressions of voices, AWACS, engines, weapons etc.

Jeff: The sounds are the best I've ever heard in a game. External sound volume is controlled separately so if you want arcade style explosions and flybys you can add it. If you want to fly realistically and not hear your wingman's engine or an AIM9m burst at two miles you can. Remember that there are two things that MPS is doing in this area. 1. Make you feel like you are in a real f-16 as part of a campaign and 2. They have F-16 pilots making recommendations. Nothing is made up. No fancy "what might it sound like" or worse, "wouldn't it be cool if it sounded like this." If that's the sound the F-16 makes, it's in the game. OK so I've never flown an F-16, I'm being very trusting on this. There might be some player concessions like airbrake and such but the rest is really accurate. Will says so and he's been in an F-16.

Csim: Tell us about the modelling of blackout and redout.

Jeff: I'm guessing that this has been changed due to response from the flight sim community. It is now more circular shaped when it collapses. I really like it. The guys at MPS were surprised that the Delta Hawks never flew without blackout OFF. so that meant that we spent a lot of time staring at a little pinpoint of a graphic in dogfights. The really nice thing is that you WILL lose control of the aircraft when you black out. so guess what? Blackout is something to be avoided. duh.

Csim: I assume that you were flying connected to real pilots most of the time. How did the networking go?

Jeff: It's getting better all the time. The plan is NO limits except bandwidth. I've asked how much bandwidth is needed per player but so far I don't have an answer. It's getting silly to talk about "just" the networking because everything you do in F4 has multiplayer built in. I know this is kind of confusing becasue we are so used to "The most dynamic, most realistic, blah blah blah, multiplayer H2H only." But F4 makes no distinction between what a solo guy can do and what multiplayer can do. Precedent setting stuff. And I'm sorry to say, no one else is doing that.

Csim: How much of the campaign is working and did you get to try it out? What were your impressions?

Jeff: The campaign is really beyond words. There is so much going on. It feels like a fully interactive world. Except ON the runway. It would be nice to have more ground interaction i.e. where do I taxi to after landing? But in the mission, I know I am not against the world. I know that I am a part of a big event.. I know I have to accomplish my mission or the war changes if only slightly. I also know that bandits can jump me from anywhere. You remember in EF2000 how the blood clot would exist at the IP and that was it? Or in F3 and LBII where you really flew just a tree of missions. That's' all over with. I mean I guess I could take out a target of opportunity but my main concern is making my steerepoints on time and putting my payload on target.

F4 Refuel

Csim: Tell us about intel modelling for the campaign.

Jeff: I'll defer to the designer notes. But I've discovered something else. It looks like we may be able to actually command or issue orders to the ground units in the campaign.

Csim: I understand that we will be able to jump into a game in progress or even jump in and fly a mission in progress. Is this working?

Jeff: Yes. But I prefer to look at and maybe edit my loadout and adjust my flight plan before I jump into the aircraft. I have to admit that I have not seen a stupid loadout yet. It's all from the manual and based on logistics concerns. I just prefer to carry a few more 120's in a SEAD mission.

Csim: What is your biggest beef with F4? Do you still have a personal wish list or is F4 covering all of it?

Jeff: You had to ask. Without a doubt it's the padlock view. I'm fanatical about this. I feel that this view alone is where most everyone will be in so it requires the most attention. Admittedly, padlock is the "holy war" of issues. Other than the padlock, maverick zoom and more ground activity, F4 is just about my "holy grail." I mean they are even adding adversary aircraft in about 6 months. What else is there?

F4 Refuel

Csim: Once this is released, will life continue as normal or will all other sims go on permanent hold? ;-D

Jeff: The internet won't be the same. Everyone will have so much to do in solo play and if they want, they'll be able to add any of their internet flying buddies into whatever they are doing. It's going to be that easy. No limits on multiplayer, can you understand why I'm excited?

Jeffery "Rhino" Babineau CO, 209th VFS Delta Hawks Stockton, CA



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