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Falcon 4 Interview: Missiles and Detection

by Leonard "Viking1" Hjalmarson
 

Tell us more about visual detection in Falcon 4.

Leon: Visual detection is a factor, both for ground based weapons and for AI aircraft. Visual detection ability varies by type of platform: The MiG23 (a single seat fighter) can see in front only. The bombers, on the other hand, have the advantage of human eyeballs in the rear and we have modeled this in the AI.

Let's talk about countermeasures.

Leon: There are two levels of counter measure for the F16 pilot: level one is self protection and level two is ALQ. For area jamming we have E6Bs and some bombers.

Kill
Su27 Kill. Click for larger.

If you turn on your ALQ there are two important factors in its ability to protect you: the radar strength of your enemy and your range from the transmitter. The type of radar also varies in its ability to burn through to a lock, and we model five or six different levels of ability.

The radar range equation includes a variety of factors including power output , antenna size, pulse repetition rate, Signal to Noise ratio. Detection ability is also influenced by jamming, doppler notches, and ground clutter. (Ed. Note: This is why it's wise not to fly in a straight line for very long in Falcon 4).

Su27 Kill
Su27 Kill. Click for larger.

Is the Ground Control Intercept (GCI) system modeled in Falcon 4?

Leon: Yes, the GCI network is modeled. The network is comprised of a handful of long range search radars. These are the ones that will normally track you, and then local SAMs can usually be off. They will, however, pop up to get your attention.

The long-range radars tell the SAMs where to look. If you manage to take out enough area long-range radars then the SAM sites will use their fire control radars. But these small FCRs are not as effective for detection.

Communication in this network is two way. If you are not picked up by a long-range radar but are picked up by a local radar, your position is then known to the entire network. You will also find the ground stations play radar games; they will take turns, turning their radars on and off. (See the extract below for a description of what this looks like in Falcon 4).

From Dave Pascoe's F4 Survival Guide:

"This sim employs real world air defense array tactics: amazing! Arrays are large emplacements (a group of SAM batteries) designed to entrap you within their envelope. The tactic is that different sites alternately light you up, each for just a few seconds. The use of this tactic is an attempt to cause panic and to literally overwhelm your defenses.

"You see, those site operators are attempting to ensure that you do not know exactly where they are. They do this by turning their radars on and off in a predetermined sequence that can make flying any kind of mission maddeningly difficult, particularly a SEAD. You get maybe a dozen blips on your radar warning receiver (RWR) but you can't lock onto any of them! Unless you have a strategy for defeating them, there's only one thing to do in this situation: get out!"

After the 1.04 patch many players noticed that enemies would rarely launch radar missiles beyond visual range. Can you tell us if this has been corrected?

Leon: Yes, there was a problem there but it's been fixed.

Click to continue

Ground Attack
Strike Mission. Click for larger.

Recently someone has again raised the question of whether the Combat AP function (selected in F4 setup as an autopilot option) represents general enemy AI? If so, there may be a problem with enemy aircraft pulling limitless Gs.

Leon: The Combat AP is somehow detached from the general G limit model. It's a bug. But enemy AI does have the same limits as the virtual pilot. Of course, this will vary somewhat with the skill rating of the particular AI pilot. (Enemy pilot skill is plotted along a bell curve, and if you have Ace AI selected you will still encounter a range of skill levels in your opponents, including an occasional novice pilot).

Ground Attack
Strike Mission. Click for larger.

Falcon 4 is a dynamic world all its own. As a programmer you deal with the intricacies of the Falcon 4 world every day. I would think that being involved in creating a work like this would foster a mechanistic view of the F4 universe. Yet it sounds like it still comes to life for you when you see it unfolding on your screen in real time?

Leon: It is a very dynamic world, and it still comes alive for me.

What's your next challenge with respect to AI development?

Leon: The concept of Master Tactics. Right now there is some concept of a four ship picking a maneuver and executing it as a four ship. It has some connection to its package but not a lot. It knows where its package is, it knows what it's supposed to defend. But the communication between flights in the package is still limited; we wanted to do more. That's the next big thing on the AI side. You will see a four ship in one formation, you'll change formation to counter it, and they'll change back.

Ed. Note: In F4 there are two basic formations: a two-ship and a four-ship. If you are flying in a four ship formation, you basically have a wingman and another element. As Lead, you would be the #1 man in the four-ship. A four-ship is divided into two elements. The #1 man leadns the four-ship and is also the lead of the first element. The #3 man leads the second element but must follow the instructions of the #1 man, or flight Lead.

When will we see the addition of these improvements in AI?

Leon: Falcon 4 is an ongoing product, so you shouldn't have to wait for an add on to see this.

Tell us about the art patch.

Leon: 1.05 has become 1.06, and the emphasis on 1.06 is stability. It primarily addresses crash problems, memory problems, and fixes the frame rate slowdown with the 2d cockpit. 1.06 is being tested internally and will be turned over to external testers soon. We plan to start addressing specific gameplay issues/bugs with the 1.07 patch.

The next code is in already in small scale and is the networking patch. Once that is ready to go the art patch should also be ready.

The art patch contains new vehicles and cleans up the air bases. You will see better texture maps around the air bases, increased object detail, and more objects around the base. With the art patch you'll also see new aircraft, but at the moment the specific types will have to remain a secret!

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Last Updated March 2nd, 1999

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