Fighter Squadron: Interview with Parsoft - Page 1/1


Created on 2005-01-20

Title: Fighter Squadron: Interview with Parsoft
By: Len 'Viking1' Hjalmarson & Neil Mouneimne
Date: 1997-09-26 654
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

I know, a gaming journalist should strive for objectivity. We should be able to play the cutting edge sims and cooly report the good, the bad, and the ugly.

Maybe, and maybe not! But I can't keep my cool about this venture between Activision and Parsoft, and when you are finished the first part of this interview, you'll likely be as excited as I am.

FS: SDOE depicts three unique scenarios from WWII: the English Channel, Rhineland and Northern African theaters. Choosing from nine different planes, including the Lockheed P-38 Lightning, the Focke-Wulf Fw.190 F-8 and the Messerschmidt ME-262 - the first jet fighter on earth. But enough from me, lets hear from Parsoft on their new baby.


TYPHOON

Csim: Tell us a little about the history of Parsoft Interactive.

Parsoft: My interest in flight simulation started in childhood. A flight simulation of some sort would eventually appear on whichever computer I had access to. In the early days, these flight simulators used simple ASCII characters to represent the runway, and updated a single frame at a time in response to control inputs from the keyboard. The real challenge came in the late 80's when I had access to expensive, high power workstations. Despite adequate processing power, the slow graphics bus found in many of these machines meant they were unable to smoothly render even simple 3D geometries with flat-shaded polygons. This was really the beginning of Parsoft.

Working at home after work, I developed a new graphics engine, which was then used in our first game 'Hellcats over the Pacific'. This game was actually developed on a Tektronix 4317, but it was a simple matter to port the code over to the Macintosh. (A friend from school, Mike Bunnell, and I had actually written the first useable C compiler for the Macintosh - Megamax C). Hellcats was the first commercial release from Parsoft, and was the launch vehicle for the company as it is today.

Csim: What kind of influence does your experience making MacOS games bring to the new Win 95 simulations?

Parsoft: In terms of content, there really is no difference between developing a game for the Mac or the PC. The expectation level of the gamers is the same on both platforms, and drives the feature set that we implement for each new title. This implementation however, has been significantly facilitated on the PC by Win 95. Although we had planned to develop titles for the PC for some time, Win 95 was definitely the greatest single factor in making this transition happen. There were definitely some issues that worried us, particularly performance, but in the end the benefits far outweighed any concerns we had initially.

Some claim that the Mac is too proprietary and that this confines developers to the specific methodologies defined by Apple. In fact, making games for MacOS is actually quite simple - the structure is there if you need it, but you can always go the 'custom' route if you want to. If you choose to ignore the conventions defined by Apple, then compatibility with new hardware and software cannot be guaranteed. This is effectively what Win 95 has introduced to the PC world.

Csim: A-10 Cuba! was a surprising work for a first foray into the PC simulation world. You must be quite proud of it. How did it come to pass?

Parsoft: A-10 Cuba! was the second title in the A-10 series. It was a fully-featured game that we developed in response to feedback from users who found that A-10 Attack! was too complicated. Although we improved the graphics, and added a few more features, the major changes included a simplified UI, and the networking. As you suggest, we were very proud of it, especially the network play.

Csim: If I have my math right the name for this simulation has gone through three evolutions. Is there a story to tell there?

LIGHTHOUSE

Parsoft: "Dogfight" was the internal codename for the project; it was never meant to be the name of the product. We have other code names, too: G3 is the code name for the graphics engine, and SM is the code name for the simulation engine. "Screamin' Demons over Europe" was our initial "real" name - we decided to invent a squadron, and called it the Screamin' Demons. Interestingly, we found out later that there was an actual B-17 "Screamin' Demons" squadron.

Once we announced the new name we got quite a bit of feedback from the UseNet community that it wasn't descriptive enough, that it didn't sound enough like a flight sim. So we changed it to "Fighter Squadron: the Screamin' Demons over Europe," because "Fighter Squadron" reflects the squadron-based nature of the game.

In the past we were forced to do all the physics with integer mathematics because we couldn't be sure all the computers would have floating point capability. With the floating point coprocessor there is enough precision to accurately simulate ... characteristics such as gun recoil, ordnance and landing gear drag, lift and drag of multiple parts of the fuselage, stabilizers, wings, engines,

Csim: Parsoft has a remarkable reputation of simulating real-world physics, both in flight models and even in such esoteria as landing-gear and belly landing physics. How will this experience be reflected in Fighter Squadron?

Parsoft: It'll be even better! In the past we were forced to do all the physics with integer mathematics because we couldn't be sure all the computers would have floating point capability. Now we don't have to do that. With the floating point coprocessor there is enough precision to accurately simulate an extremely large range of forces and dimensions without the code contortions required when floating point is absent. In FS:SDOE we're modeling characteristics such as gun recoil, ordnance and landing gear drag, lift and drag of multiple parts of the fuselage, stabilizers, wings, engines, etc.

Csim: FS:SDOE's graphical detail represents a real departure from the simplistic graphics of Parsoft's earlier works. Tell us about this new graphics engine and the artwork we'll see.

JU88

Parsoft: We've spent over a year designing this graphics engine, which we call G3, completely from scratch. In an effort to really take sims to a new level, we haven't reused any previous engine code. Instead, we have taken a more modular, open approach to designing the engine. Because not everyone who buys the game will have a 3D accelerator card, we wanted to make sure that the game would still run at a high frame rate and with similar options on both a 3D accelerated and a software-only system.

The engine supports almost all the features of a 3D card, and it does so in both software and hardware. The engine does perspective corrected texture-mapping, true per-pixel fog and haze, bilinear texture filtering, and true software z-buffering in both software in hardware. Hardware version can run in up to 24 bit color at fast frame rates, while the software version does 8 bit color with all of these features.

What this means for the user: No more static cockpit views, as the user can place the camera anywhere. No more sorting error, because the software z-buffer makes sure that every pixel is drawn correctly. Texture filtering means no more jaggy, pixelated texture maps on the ground. Perspective corrected mapping allows you to pan around the cockpit, for example, and still read all of the instruments.

The artwork looks great! In addition to fully textured models, we have great looking ground and sky, which we do with a special supertexture. Also, we aren't texture memory limited in the way that most sims are, so we can really get great detail on the planes, including allegiance markings, and really fine details, like the rivets on the cockpit.

Csim: What kind of frame rate can we expect under 3dfx hardware?

Parsoft: We're targeting 30 fps in 640x480 high color on the 3dfx card. We're also getting acceleration with MMX (including the Pentium II), so far getting up to 25% faster frame rates in addition to the 3D cards. On top of that, we have separate optimizations for the Pentium and Pentium Pro - we're actually compiling code for them separately to get best performance.

ENGLAND MAP

Csim: A-10 Cuba! also had some truly impressive sound effects. The authentic sound of the high-bypass turbofans and the "ripping cloth" sound of the 30mm Gatling cannon stand out in particular. What are some of the highlights we can expect in the sound effects department for FS:SDOE?

Parsoft: With Fighter Squadron, we've paid more attention to sound and sound effects than in either A-10 Cuba! or A-10 Attack! There are many different sounds in the simulation portion of the game, all sampled with the same kind of realism that you heard in Cuba! In fact, each aircraft has its own custom sounds. In addition, the shell features a "radio" mode that simulates 1940's radio broadcasts from the BBC, the Armed Forces Radio Services (AFRS), and German radio. Players will also be able to add their own sounds or change the sounds to their satisfaction.

Jeehun Hwang, who did the music for MechWarrior 2, MechWarrior 2: Mercenaries, and several other Activision games, is on board as a composer, and he has been turning out some beautiful 1940's period music that really sets the tone for the game. Doppler effects are also in the game.

B17

Csim: A-10 Cuba! was also impressive in representing aircraft damage. Can you give us some kind of feel for how damage effects and resolution will work in FS:SDOE?

Parsoft: Fighter Squadron really takes Cuba's damage model to a whole new plane since damage is determined on a per-polygon basis. To the game engine, the planes, tanks and other vehicles are collections of objects joined together. When a piece is damaged and breaks off, the engine re-calculates the center of gravity, mass distribution and other factors and the vehicle behaves differently. The engine also calculates physics for the piece which broke off, so it continues to exist - you can even crash into it. In this way, both the air and the ground vehicles are alive in the world, and will never take damage in quite the same way in each mission, even when hit by artillery or rocket fire.

The 1997 crop of sims this year is not only technically impressive, but one of the key themes is that they're trying all kinds of new ideas to differentiate themselves from each other in some way. How is Fighter Squadron setting itself apart from what we've come to expect from combat simulations?

In addition to the physics and collision detection, this project is different from any simulator to date in the way that it is open. First, the game features the OpenPlane™ interface, which will allow users to build their own planes and fly them in the game, trade them over the Internet, and create crazy scenarios which wouldn't happen in real life, such as having a World War I tri-plane battling an Me-262 jet. Second, the inclusion of an easy-to-use, drag-and-drop mission editor means that players will be able to create missions, or even simulate a particular campaign that they like. Third, we have an open architecture that allows us to easily support multiple 3D accelerator cards, and even add new cards as they are released without patching the executable. Finally, we opened up as much of the game as possible to the end user, allowing him or her to swap out sounds, mugshots, etc. so that users can tweak the game to their particular liking.

Csim: We've heard that the selection of aircraft to fly in the game is rather atypical. What aircraft will we see and why were these particular craft chosen?

Parsoft: We wouldn't characterize the plane choices as atypical; we picked planes that we thought would be fun! OpenPlane™ allows more advanced users to build other planes that they want in the game.

FS PLANES

One of the biggest grievances players had with A-10 Cuba! was its small number of missions and lack of expandability. How will Fighter Squadron address this issue?

We believe Fighter Squadron will be the most expandable flight sim ever. The game itself will ship with 30 unique scenarios comprising over 200 individual missions over the English Channel, North Africa, and the German Rhineland. We're also shipping a mission editor which will enable people to create their own scenarios and missions. Since there's no difference between a single player and multiplayer scenario, any scenario that gets created can be used for both single player and multiplayer. The combination of the mission editor and OpenPlane™ means people will be able to play this sim for a long time. Csim: We've heard gameplay in Fighter Squadron is squadron based. What does this mean and what will it look like in multiplayer mode?

Parsoft: In both single player and multiplayer mode, you can play any of the scenarios from each of the three sides in the game-the Germans, the Americans and the British. What this means is that if you are the British on a bombing mission, you will be flying an Avro Lancaster bomber on a bombing mission. To win the mission, you will need to bomb one or more primary air bases. If you are the Americans, you might fly the same mission as combat air support for the British bombers. Completing the mission successfully from this side will mean getting the bombers in and out safely. If you play the mission as the Germans, you will have to defend the base from attack to be successful in the mission.

The game also features an "Open Seat", where you can transfer at any time from the pilot seats to the gunners seat to the bombardier's seat. Also, at any time during the scenario you can also transfer to another plane within your squadron.


The inside view of the B-17. Click for a larger image.

Csim: Tell us a little more about the campaign itself. Is it dynamic? What will this mean for gameplay?

Parsoft: We don't have dynamic campaigns, since as we just discussed we don't have a "campaign" in the traditional sense. Instead, we have the ability to play each of the 30 scenarios from any one of three sides, as any one of the squadrons from that side. You can follow a particular squadron from scenario to scenario, but it's really up to the pilot. We do give people the ability to create a series of sequential missions in the mission editor that may be similar to (or entirely different!) than the missions that we ship with.

Csim: "Situational awareness" has become a very big issue in today's sims. Different companies are trying various ways to help players create a mental and visual picture of the vast sky battle on a small monitor. How will this be handled in FS:SDOE?

Parsoft: First, the cockpit in Fighter Squadron is rotatable a full 360 degrees, one degree at a time. What this means is no more "canned" views of the cockpit, where you have to look either forward, or left, or back. Instead, you can position the camera anywhere inside or outside the aircraft. Of course, we'll have snap views for those who want it as well.

Also, one great feature of A-10 was the ability to have views that tracked the enemy aircraft to monitor how the AI was doing. Here, you will be able to track AI opponents and real players both in the scenarios.

Finally, we will have an optional overlay feature that will give you intelligence about the other aircraft in the game. The overlays will provide mission objectives, enemy locations, target status and other details. For the hardcore player, these modes are disabled, of course.

Csim: One of the interesting developments in artificial intelligence we have seen at E3 is the "Virtual Pilot" - where instead of AI controlling the aircraft simply by positioning the entire aircraft according to a set pattern or turn radius, the game models what the pilot of the aircraft is actually doing on the controls and puts his plane through the same physics modeling as the player's aircraft. Tell us a bit about how enemy AI will be handled. Can we expect Virtual Pilots or something similar in FS:SDOE?

Parsoft: The essence of any good AI system is the formulation of an extensive, yet finite set of rules which determine the actions and capabilities of an aircraft (or any other vehicle) in any given situation. The ultimate behavior of combatants in the game is only as convincing as these rules allow. The greatest achievement is when a player cannot differentiate between aircraft which are controlled by the AI and those flown by humans. This doesn't necessarily mean developing an AI system that makes everything function perfectly. In fact, to simulate the decisions and actions a human might make, its necessary to make sure that there is scope for non-perfect behavior. We achieve this in 2 ways.

(i) We have defined a set of modifiers which factor the choices the AI must make in any situation. These modifiers are sanity, loyalty, aggression, skill and morale. These can be different for every combatant in the game. It is therefore possible to have a squadron of killer aces flying against another squadron of bumbling bozos. The same AI is used, but the choices they make will be different. For example, when an enemy comes into range, a plane with high aggression and high morale will attack. Another plane with low aggression and low morale would flee. All the other factors would similarly affect the engagement.

(ii) The AI actually interacts with vehicles in the same way any human would and all maneuvers therefore require control inputs for anything to happen. All vehicles are subject to the same physics, etc. In this way, if an aircraft is damaged, the AI pilot struggles just as hard to keep the aircraft under control as any human pilot would.

This philosophy, where the same underlying AI is implemented for all vehicles in the whole game, results in what we have termed the 'live environment'. Even if you don't get into the action, there is a whole world going on around you. In answer to your question though, we feel that we already have a similar technology which will really give players a convincing impression that this world is humming with activity.

Csim: The flight modeling in A10 Cuba! was state-of-the-art. Fighter Squadron has been advertised as featuring "a ground-breaking simulator engine based on the most accurate inertia, gravity and force calculations to date." Tell us more.

Parsoft: As mentioned earlier, the days of relatively inaccurate integer mathematics are gone. Since we are using floating point mathematics, the physics and simulation engine are much better.

Csim: Given this level of complexity, how will Fighter Squadron deal with entry level pilots?

Parsoft: The game currently features three distinct play modes: Arcade, Normal and Expert. Arcade features a relaxed flight model, which newer players should be able to grasp and play quickly. Arcade mode also offers the ability to turn off certain damage features. Normal mode features a full flight model, and fully accurate damage, but leaves on the ability to select overlays to help the player identify targets and threats. Expert mode disables the overlay menu system entirely-the player is on his own with this one!

Currently we have this list of aircraft: •American: P-38J Lightning •P-51D Mustang •B-17 Flying Fortress •British: DeHavilland Mosquito •Hawker Typhoon •Avro Lancaster •German: ME-262 •FW-190 •JU-88 Heavy Bomber

Csim: Is this final or will more be added?

Parsoft: This is the final list of aircraft, not including the OpenPlane™ module that users can build and trade amongst themselves. We also plan to do a mission pack which will feature new planes and a new geographic region.

Csim: Will we see wind and weather modeling in Fighter Squadron?

Parsoft: Wind is fully modeled in the game. Another feature that is modeled is air density, so that the planes will actually fly faster at higher altitudes, as is true of real aircraft. Weather effects will not be modeled, which is due to time constraints. Look for it some time in the future.

Csim: What forms of multiplayer support will be provided and what kinds of multiplayer gameplay will be included?

Parsoft: There is no difference between the single player scenarios and multiplayer scenarios, other than the number of human pilots. We are currently shooting for 16 players in LAN mode, but can definitely promise 8. It will all depend on playtesting and speed.

P51

Csim: What kind of future expansions are likely to appear for the game?

Parsoft: We are planning an expansion pack, but it's too early to discuss this right now. We'll keep you posted!

Csim: Which 3d accelerator cards will be supported and what kind of system do you recommend with and without a 3d-accelerator card?

Parsoft: Planned support at ship is for native (not Direct3D) support for the following cards: 3dfx, Rendition, ATI, PowerVR. Our estimates right now are probably for a Pentium 90 with 3D acceleration and probably a Pentium 133 without acceleration. These items may go lower, but won't go any higher.

Csim: Will force-feedback controls be supported and, if so, how will they be put to use? Parsoft: We will support all DirectX 5.0 compatible force feedback devices, including Joysticks and Flight yokes. We are still working out all of the details, but expect it to be much like the physics engine - done in a realistic and not arcade fashion.

Csim: How will other new technologies impact Parsoft/Activision simulations: I'm thinking of multiple monitor support in WIN 95 and the VR support that is being worked into DirectX.

Parsoft: The Macintosh has supported multiple monitors since the early days, and Macintosh versions of our games already have support for up to 3 monitors. As far as the PC is concerned, we are aware that support for multiple monitors is a planned feature of future OS releases, and multiple monitor support should no doubt feature in future titles if practical. VR technology is still a bit young at this point. However, high-res headsets for the consumer market are currently in development, and as the technology matures in the near future, this should become a viable proposition.

Csim: Will there be a MacOS version of FS:SDOE? Do you feel the Macintosh still has potential for gamers?

Parsoft: There will definitely be a Macintosh version of Fighter Squadron. The Macintosh has always had, and still has a large installed base of users who like to play games. We have been able to run a successful and profitable company for the last few years based on Macintosh sales alone. Although there is now a lot of uncertainty about the future of the Mac, impressive sales of recent titles that were hits on the PC (Quake, Duke Nuke'em and others) suggest that the installed base are still hungry for new titles.

Csim: If you could ask yourself and answer any one question in regards to Fighter Squadron: Screaming Demons Over Europe, what would it be and how would you answer it?

Parsoft: This question is the one that all developers probably ask themselves. Although an obvious question with an obvious answer, it is nonetheless vitally important.

Q. How do we make this game better than everyone else's.

A. There are two types of feature which make up the best flight simulation games. These are the known successful ingredients, i.e. the features that players already know and expect from a game, and the unknown ingredients, i.e. the features which players don't know and expect from a game, but that the developer hopes will become tomorrow's known ingredients.

FS COAST

What this basically means is that game developers must be aware of essential features of the game and should definitely drive the game design to incorporate many of these features. However, this is only enough to be the same as everyone else. To be better, developers need to push the limits of all the technologies used in the game. Sounds, graphics, physics, AI, editors, gameplay are all areas where someone can break new ground. Obviously, in the real world, developers have finite time and resources to develop a title, so the dreams have to be balanced with what is practically achievable.

Getting this balance right has become more and more difficult, and as different games add more features, it has now become impossible to develop a game with all the features that people expect, as well as some new ones that they didn't. The balance however, is not just for the developers to consider, it is also for the media and the game-players themselves. There is only so much that is practically achievable, and while game companies must learn not to make exaggerated claims, the media and consumers must similarly temper their expectations.

In the case of Fighter Squadron, this time of course we've done it all and Fighter Squadron will really change the flight sim world forever.

Csim: If you had all the resources and talent in the world, what would be the next simulation you would design?

OParsoft: This is a tough one that we ask ourselves a few times each year as we look at future project plans. Our strength is in simulation, and although there is always talk of developing titles of a different genre, we are pretty focused on the flying vehicle thing.

The main differentiators for flying vehicles are realism/fantasy, jet/prop/rotary and historic/modern/futuristic. Fighter Squadron is a realistic flight simulation of historic propeller aircraft. Ideally, with all the resources and talent in the world, we would like to simultaneously develop a number of non-competing titles. For example, a WW-I game and a SCI-FI space simulation. The neat thing about the way we have developed our technology is that it would probably be possible (with a little asset juggling) to fly the WW-I fighter against a spaceship.

Csim: Can you give us an idea of what's in store for the future for Parsoft and Activision?

Parsoft: Working with Activision has been great. Not only do we get to work with what we consider to be the best entertainment software publisher, but we are also associated with the other great partners that work with Activision. We have developed a franchise with the Fighter Squadron series that we will definitely pursue in the short term with mission packs and new versions of the game. In the long term we would hope to develop titles beyond Fighter Squadron as we discussed.

ENGLAND
The terrain graphics in Fighter Squadron look incredible...



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