IL-2 Sturmovik: Interview with Oleg Maddox (1999-01-05) - Page 1/1


Created on 2005-02-03

Title: IL-2 Sturmovik: Interview with Oleg Maddox (1999-01-05)
By: Peter Robbins
Date: 1999-01-05 1422
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

Peter Robbins of SimCorner graciously consented to share this interview with us. I had opportunity to ask a few additional questions of Oleg Maddox and they are included in the text. (Note: these pictures are from an Alpha version).

1. Peter: Who you are and where you come from?

On all my interviews I like to start by asking a little bit about the developers.First off, who are you, where is your company based and how long have you been in the game developing business?

I'm sorry, English isn't my native language....We are a Russian company. Location - Moscow. 6 years of the experience in the games and multimedia development. My personal experience in the game development and publishing business is already 7 years.

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2.) What made you decide to take on a flight simulation? Have you always wanted to do one? Do you think it is the height of programming possibilities?

I love airplanes as it is in principle. When I was younger, I did many RC models of airplanes. From the beginning of our game development I was dreaming to develop flight sim game. First time it wasn't possible, because we haven't had any experience in 3D programming. But later, in 1995 we did our first flight sim game StormFighter. It was a game with the poor (not textured) 3D graphics, but with excellent playability. Stormfighter was a combination of the fighter and ground attack plane, which we think allows players to get good playability.

3.) Why the IL-2, why not the LA-5? I see that if you are successful with this title that you will add on?

First off, IL-2 was the first of the world ground attack plane(genuine assault aircraft), developed especially for such task. IL-2 was one of the most mass and well-known planes of WWII. Total production - 36,153 units during WWII. In 1940 Soviet Union become the first nation in the world with a genuine assault aircraft in its inventory.

Germans soldiers nicknamed the IL-2 as "Swarzer Tod" (Black Death).

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Add-on means of course new planes, campaigns and single missions for them. Currently we look for IL-10 (first production in 1944). Based on the 3D engine, which currently we are using and developing, will be possible to produce new games faster than now, including most well-known and unknown Russian planes of WWII and local conflicts. We have a lot of materials for production of such games.

4.) Will only the IL-2 be flyable?

We plan at least IL-2 single seat, IL-2 two seat, IL-2M, IL-2T(torpedo bomber), IL-2 type 3 and IL-2I (fighter).

Of course, some would like to play for German side, but really in this case we must develop two games in one, because any other Air Forces didn't have such special or comparable type of a plane. German Stuka and Hs-129 are not comparable with IL-2 in principle. Playability in this case is also not comparable.

Flight Model

1.) What data are you using to produce the flight model of the IL-2? Do you have your hands on Russian documentation in the native language? What's the scoop?

We have in our hands unique documents about IL-2, like "Flight Control", Methods of Fighting/Bombing, Historical sources and video materials, the book for the learn IL-2 insite for the IL-2 flight schools, published in 1941. We also have the full access to real planes IL-2 and IL-10, exposed in Red Air Force Museum.

And main, we found a real pilot of IL-2 (now General), which did more than 200 flights on IL-2 during WWII.

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We also have a help from other Russian pilots. Of course we read foreigner sources, but usual they are poor with information about Russian aircrafts. I personally have read German sources and some of German pilots stories about their hunting for IL-.

2.) If you were to classify the FM from light-core to hard-core, about how much attention to detail was given to the FM. Could you take a few lines in describing what physics were/are going to be used?

For the current moment I can say: some of our developers, including me, earlier had studied in the Moscow Aviation Institute. :)

3.) Do you think this will be a major selling point of the simulation?

Some of players like arcade style, some realistic, so we'll try to implement both of them as well. Hope it is answer for your question.

Object Modeling:

1.) By Object Modeling I mean the graphical representation of the 3d models and their interaction with each other. This includes modeling of ground warfare: as far as movement and "live action" seen on the ground. How is the terrain modeled? How are the aircraft and such modeled? I really liked that you included pictures of your 3D modeling tools on your site! I wish more companies would show that to users. It looks like your attention to object modeling may equal other aspects of the simulation.

Terrain: currently it is the maps given from satellite. But it is subject to change. It may be too slow speed of the game if load such a map. I Think, it will be real map but textured and painted by our hands (like it is on our screen shots)...

3D models of aircraft: The complete drawings of the plane with all cross sections, including manufacture drawings.

Our own 3D tools: We plan to produce a series of games, so has been started serious tools. Such tools is possible to use for some other types of the games (for example like our game ZAR, but with much more improved graphics of the objects)

2.) What type of 3D engine are you using? Is it proprietary? What API's does it support?

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3D engine is our own development. We don't plan to support software render - too poor graphics on the same PC speed, if to compare with PC, where installed graphics accelerator. We are working with OpenGl and Direct X

3.) It looked like there are plenty of ground units to blow up!! How are they modeled? and are they 'reactive' with their own AI? Or do they follow waypoints and have a general reactive quality?

Ground units: Tanks modelled like planes, but has in 2 times less polygons. Almost all units in the game will have their own real time AI. We did such feature earlier for our games Stormfighter, Madspace and ZAR.

Of course, IL-2's AI will be increased.

Damage Modeling/Systems Modeling:

1.) I am a stickler myself for a good damage model. Without one, the greatest in FM and Object modeling can be ruined. How much damage modeling can we expect from IL-2 Sturmovik and how much of this will be graphically rendered in object modeling?

This is secret information, but for now I can say: Almost all units will be destructable. Flight model of partially damaged plane will be comparable with realistic flight in this case.

Damage modeling of some of units: tanks - partially, cars - total or partially, depending of using weapon.

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2.) How much effect can be found from the damage modeling on the handling of the aircraft? How many targetable, damaged areas are their modeled on the craft and do these include major systems modeled in the simulation? Can you explaing these systems a little bit and their effect on the simulation?

For planes: many points of partial damage and several for fatal damage, comparable with the realistic flight model.

We are working much with this features....

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AI:

1.) Ok, can we expect Ivan the Terrible AI or Peter the Great (Forgive the stab at Russian History.. I only got a B in it during College) How much emphasis was placed on this? Considering the simulation looks to be more of a ground attack sim, was this relaxed at all?

We hope to get life AI instead of robotic AI. For now that's all about it.

2.) Is there ground AI? (alluded to above).

Ground AI: in short words - tanks have the general task... any successful attacks to them will change their "plans" :).

3.) Is there "fuzzy logic" involved in the AI or do you have a rather simplified system of AI (not necessarily a bad thing) Could you please take the time to describe what you have already programmed and what you plan on emphasizing in this area of the simulation?

We did many games, including 3D games. We plan to get all the best from old our titles (if possible) for the new game.

4.) Wingmen commands? Radio chatter? what can we expect?

Both of them, and in additional network and Internet real voice communications.

5.) Was there less emphasis placed on air to air AI? or more? Are computer pilots smarter than the ground units?

Of course, "pilot's" AI will be more complex than AI of ground units

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Single Missions:

1.) Are they scripted? Is there any randomness to the design? How many missions can we expect? Etc. Etc. How many ground attack v.s Air to Air?

Single missions are pretty scripted. But player can win by different way. 70-80% of missions will contains both of Air to Ground and Air to Air goals.

2.) Will there be a mission editor included?

We are planning. If we'll have not enough time to include it with the game CD, it will be later on the web site with friendly users interface:). Earlier with the game StormFighter we had excellent respond from users - creators of new missions, and we have enjoyed their new missions.

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Campaigns:

1.) How many, how long, what have you already worked on physically, and do you feel in the slightest that this will be the first cutting point as far as your on site claims go. I am REALLY excited about this area of the simulation. It seems as if it will not specifically be dynamic, which is ok, as long as it is full of historical data and does not bore us to death! So, whats the haps on the campaign structure and what is already on the drawing board?

How many... Still don't know... At least 6 campaigns with 5-6 flights in each.

Yes we don't plan to develop dynamic campaigns, because we prefer to use real historical data and to get realistic battles.

On the PC drawing board we have the following areas: maps of the European part of USSR with Smolensk, Moscow, Stalingrad, Kursk, Crimea, and the maps of Hungary and Germany.

Multiplayer: You have some strong claims on site as to the massively multiplayer possibilities of the simulation?

Yes I hope to get it in final version.

2.) Can you cooperate the many campaigns you seem to want to develop? Can you cooperate the single missions? Can you cooperate edited missions?

Hope yes for all.

3) Do you think the min spec (PII 300) will rise between now and release date?

Yes.


Editor: In addition, we should have answers to these questions early next week:

Will you model wind in the environment? How many types of cloud formation are modeled? Will there be low level turbulence?

What is the maximum resolution of the graphics engine? Will we see dynamic lighting?

Damage model: how will you show damage on the aircraft? Will you show partial wings, broken tails, bullet holes etc?

Tell us about the larger strategic picture. Will Russian units use a different strategy than German units?

Will the player be able to fly as either wing leader or wing? How does a player achieve promotion to command?

If we fly as leader what command options will be available?

You are not planning a fully dynamic campaign. What factors keep the missions from getting repetitious? Does one mission affect the next physically? If I destroy an airfield in mission 1, will it still be unusable in mission 2?

Is resource management modeled? If ten of my aircraft are shot down in a few missions will I be forced to wait a few days for replacements? And how does resupply occur?

Does the ground war impact the air war in this sense? For example, if I attack a truck convoy carrying supplies to the enemy will it impact his ability to fight?

Tell us about physics modeling. Will gear compress on landing? Is secondary damage possible when an object explodes? (for example I hit a fuel truck and it is parked near to a building.)

Tell us about ballistics modeling. Will bullets drop due to air friction and gravity? Are guns modeled individually for muzzle velocity and calibre?

How will missions be connected? Tell us a bit about briefings, debriefings etc. Will statistics for each pilot be available?

How many skill levels are modeled for AI pilots? Will pilots increase in skill with experience?

AI. Do you model the pilot losing sight of his target? Is there a panic model in place?

Will AI pilots use the same flight model as the player?

Q: Will you model wind in the environment? How many types of cloud formation are modeled? Will there be low level turbulence?

The wind will be modeled. I think, that we will have something like the "generator" of clouds, which will form a general view of cloud formation in the sky, and also maybe varities of clouds in process of flight. Currently we have in our alpha engine some fixed types of clouds.

Q: What is the maximum resolution of the graphics engine? Will we see dynamic lighting?

We don't plan any limitations for the graphics resolution. Currently our engine works well with 1024x768 and better. Of course, there are some problems, but in most cases it is a problem of 3D card.

Dynamic light - of course! As well as shadows. We also plan to develop several night missions, based on the real documents. Effect of such lighting there should be very nice.

Q: Damage model: how will you show damage on the aircraft? Will you show partial wings, broken tails, bullet holes etc?

We plan to get all of these damages in final version. The only two problems I see: PC speed as for all good realistic effects and time of development.

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Q: Tell us about the larger strategic picture. Will Russian units use a different strategy than German units?

Yes. In air and on terrain.

Q: Will the player be able to fly as either wing leader or wing? How does a player achieve promotion to command?

At the beginning of the game as wing. Later, if you are successful - as a leader.

We receive a lot of emails from players around the world. Sometimes we read such messages : "Please make pilot career possible, complete with authentic medals, Russian VVS ranks and such. I'm dying to get "Geroi Sovetskogo Sojuza" for busting Nazi ass ;-)". "Geroi Sovetskogo Sojuza" is "A Hero of Soviet Union" - the main medal of the former USSR. We now plan to include such a feature (Thanks Paul "Gripes" Seifer).

Q: If we fly as leader what command options will be available?

Currently we plan to use a list of "standard" command options. Like leader says "fly back" (return) - the wing must fly back. Almost all types of the commands will be comparable with real Russian standard of radio chatter in WWII.

If you play multiplayer, you will be able to speak with your wing, leader or opponent. We'll also incorporate voice communication, integrated in the game (first our good experience with the network telephone was with our game ZAR in 1997). Also, will be possible to send text message for all or one player and maybe for your team of players.

Q: You are not planning a fully dynamic campaign. What factors keep the missions from getting repetitious? Does one mission affect the next physically? If I destroy an airfield in mission 1, will it still be unusable in mission 2?

At this moment I can say: Yes, we don't plan a fully dynamic campaign. But something of dynamic changes will be present.

Q: Is resource management modeled? If ten of my aircraft are shot down in a few missions will I be forced to wait a few days for replacements? And how does resupply occur?

Yes, resource management will be modeled, but not too much. Our flight sim IL-2 Sturmovik is not a strategy game :). Also, during WWII, Russian pilots sometimes were waiting for fuel or repair of a plane, but didn't wait for the new pilots and planes for them. Russian squadrons almost always had the order to continue flights even having losses in the pilots and planes.

Ground Objects

Q: Does the ground war impact the air war in this sense? For example, if I attack a truck convoy carrying supplies to the enemy will it impact his ability to fight?

Yes, it will be somewhere in the missions. We already did such features (more or less) in our old titles Stormfighter and Z.A.R.

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Q: Tell us about physics modeling. Will gear compress on landing? Is secondary damage possible when an object explodes? (for example I hit a fuel truck and it is parked near to a buildilng)

Gear: We'll try, if we have the time. Secondary damage: Yes, it will be possible for almost all objects.

Q: Tell us about ballistics modeling. Will bullets drop due to air friction and gravity? Are guns modeled individually for muzzle velocity and calibre?

Yes, it should be. Especially for the rockets (same type of rockets use ground formations - Russian nickname "Katyusha"). Guns will be modeled individually, except of your jolting table and computer on it.

Q: How will missions be connected? Tell us a bit about briefings, debriefings etc. Will statistics for each pilot be available?

Briefings, debriefings and statistics - will be present. Statistics for each pilot - will also be available. Currently our statistics for the pilot look like this:

  • Total missions:
  • Successful Missions:
  • Campaign Won:
  • Enemy ground kill:
  • Enemy aircraft kill:
  • Awards:
  • VVS rank:

  • Failed Missions:
  • Friendly kills:
  • Aircraft Lost:
  • Difficulty Level:
  • Total Time:

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Q: How many skill levels are modeled for AI pilots? Will pilots increase in skill with experience?

It is currently in development. At this moment I don't know how many skill levels will be modeled in the final version. We also have had some good experience with real time changes of skill (of opponent's AI) in one of our old games Madspace on the hard difficulty level.

Q: AI. Do you model the pilot losing sight of his target? Is there a panic model in place?

Of course. Real pilot can't look all of "180 degrees" sphere. Panic? Hmm, it is interesting... But Russian pilots never panic!! :)

Cockpit Drawing
Artist sketch used for cockpit.

Q: Will AI pilots use the same fllight model as the player?

Yes and no. Yes, because all models are based on physics of flight. No, because AI pilots fly different planes.

Q: What about force feedback support?

Yes, but we are not sure if we will support all types of sticks, only the ones that we can test...



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