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Flanker 2 Interview

by Dan "Crash" Crenshaw

 

Sounds

Q· There was talk of English and Russian voices for the systems. Is this still planned? Will there be any other languages?

CN - The cockpit voice warning system ("Nagging Nadia will be in English only. The HUD will be in both Russian and English (selected from the options menu.) The simulation is also being localized for the German and French markets but I do not know if Nadia will be speaking German and French.

Q Will there be radio calls or wingman responses?

CN - Wingmen respond to acknowledge your commands.

Q· There is a lack of in cockpit sounds, will there be more in the release version? What types?

CN - The user can hear engine sounds (muffled) and explosions, as well as the impact sounds of shells hitting the fuselage. Also, there will be various audio cues relating to the Threat Warning System. And of course, Nadia will be there.

Q· We know from the original release debates that the SU is very quiet in the cockpit, however in real life there are other cues (feel etc.), will there be sounds or other "crutches" to increase situational awareness? As an example, I am sure you FEEL the rumble of the burners in an SU even if you can not hear it, in game what cues other than the dash lights will we get?

CN - We've added cockpit reflections to the canopy. Other than what I've mentioned in my previous answer, that's it. I'm not sure what else you could add in the way of sounds for a jet aircraft in flight.

Q· Are the voiced over training sessions still a go? Will they be in English and Russian as well?

CN - They are in English and will be localized in German and French. They are really similar to instructional videos where the instructor takes you through the maneuver or engagement and they you try it on your own. It is not fully interactive. They will be very helpful to new users and provide more experienced users with a means of reviewing procedures.

Click to continue

 

Mission Builder
Mission Builder

Menu Commands

Q· How will communication between the player and his wingman be handled? Or between the player and GCI? How will this work?

CN - Wingmen receive their command, acknowledge, and execute. It's not very complex. There is no GCI interaction in Flanker 2.0. We are considering GCI for future products. AWACs information will be displayed on the MFD if an AWACs aircraft is airborne.

Q. Will the keyboard commands be remappable?

CN - Not at present. We are in the process of evaluating a joystick-programming tool that may provide even the most basic stick with the ability to utilize macros to make controlling the aircraft, sensors, and weapons systems easier. It is still being reviewed so I don't want to go into detail at this time.

Q. Will the cockpit have an interactive interface (clickability)? If so, will all cockpit commands also have keyboard commands for programming ease of peripherals?

CN - No interactive cockpit.

Q. How are differing tactics used by the Soviet Block being handled? E.g. GCI, IFF/NCTR, formations etc.

CN - I'm afraid I don't have any details to provide you on this subject.

Q. What areas of the flight model have been tweaked?

CN - Induced Drag algorithms for rudder input, spin characteristics, canard effects, Angle of Attack limitations, G-limiter, more accurate flight parameters.

Q. Will the AI have the same strengths and weaknesses the player does? In 1.5 the AI could notch and break RADAR and missile locks but you could not.

CN - Yes. But, as with any AI, there are small adjustments made.

Go to Part III

 

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