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State of the Art: Part 3

by Leonard Hjalmarson

Ground War AI

EF2000 was a fantastic simulation and broke some new ground in graphics and in the incredible "being there" feel of the dynamic environment. But that was 1996, and this is 1998! What will we see this year?

F22 TAW

DiD have not been resting on their laurels and Total Air War will bring us a new campaign AI in the form of WARGEN II, integrating two dynamic AI components seamlessly into one: Smart Tanks and Smart Pilots. "SmartTanks" will bring the ground war into the virtual battlefield. Many pilots complained that the air to ground and ground to air war was the missing dimension in EF2000. DiDs response is to include a real ground war, with even trains and automobiles involved in the action. Interdiction of supplies will now become a critical mission goal, and supply routes will be busy with vehicular traffic. Roger Godfrey comments:

"We have a fully functioning ground war. The Tanks fight each other on the battlefield, trains travel around the desert (on train lines), trucks travel down the roads, SAMS trundle around taking pot shots at enemy aircraft and AAA snakes into the sky. This is great stuff for Close Air Support missions. Now the F22 would rarely be used for CAS but the game allows you to fly CAS missions as and when you like. Of course the other aircraft will perform CAS using SmartPilots as well so don't be surprised if you see A10's smashing T-80's to bits or EF2000's performing Wild Weasel."

The development of the "SmartTanks" module parallels Digital Image Designs work in this area. For almost two years they have been on a ground warfare simulator for the military, making use of their advances in terrain data as well as their work in night vision technology. DiD will eventually release a separate simulation based on the ground warfare experience. Do you smell an integrated battlefield? If "TANK," the code name for their ground war simulation in development, is eventually united to TAW, we will have an integrated virtual battlefield compliments of DiD!

In the meantime, FN2 and Falcon 4 may be as close as we come this year. Strategy Plus reported last year on F4 that, "The AI is detailed in other ways, too. Assume you fly a successful mission against a bridge vital to an enemy tank battalion’s route of march. When the tanks can’t cross, they won’t sit like motionless morons and wait for some ace with a wingload of Mavericks to light up their life. Their commander, Comrade CPU, will immediately try to find another way to cross the river and achieve the objective. Similarly, if you elect to deviate from your mission orders and take out North Korea’s Illustrious Leader in his palace, there will be repercussions. At the very least the tank battalion will achieve its objective and get new orders. The tanks may overachieve and do serious damage to the allied cause. Your attack might cause immediate intervention by Chinese forces."

F4 AIRBASE

The ground war in F4 models approximately 40,000 objects. If every bridge has three sections this number might be higher. Repair and replacement rates will also be realistic. Microprose is very big on the ground forces ability to repair bridges with engineer units, so much so that there is an entirely separate programming team working on this who don't care about the flight sim: their sole interest is in a realistic ground war!

In Flying Nightmares II sighting rules are unique. What is not detected by ground or air forces will not show up on the commandants strategic map. A Harrier could make multiple passes over a forest and not spot an infantry squad, where a Cobra in the same air space might spot them. Of course, if the infantry choose to fire on an air unit their risk of detection increases greatly! AI units even have "hide" and "evade" AI which makes them difficult to spot.

The strategic game in FN2 revolves on elements like this since players will use ground troops to ID targets for their Harriers. Computer controlled units include M1A1 tanks, LAV-25 armored personnel carriers and artillery batteries. AI air units include Avenger and Hawk air defense units, EH-60 jamming helos, E-2C Hawkeye AWACS, LCAC hovercraft and utility helos. AI ground forces include infantry, engineers, and special forces units. Remotely Piloted Vehicles will be powerful reconnaisance assets. AI units will automatically attack a significant threat, but the commander will have the power to overrule these tactics and assign other targets. Specially equipped helicopters can be sent in with electronic jamming equipment to disable enemy communications.

We even heard late last year that FN2 will allow a certain number of players to man AAA posts around critical bases. This is a lot better than waiting on the sidelines to fly a mission, and it adds another ground breaking element to the human to human interaction of FN2.

The aircraft in Mig Alley are capable of realistically simulating many characteristics such as flic rolls, spins, aileron reversal, adverse yaw, slipstreaming, stalling etc. Many aerodynamic and inertial effects such as aeroelasticity, wing sweepback, dynamic coupling, compressibility are modelled. Real life aerodynamic data has been used to correctly couple all six degrees of freedom. In each case the characteristics of the aircraft have been carefully adjusted to reproduce real life performance.

Flight Modelling and Dynamics

F86 MiG Alley Cockpit

Flight models have been improving gradually for quite some time now, and this past year saw Activision with A10 Cuba, Mindscape/SSI with Su 27 1.5, Janes Longbow 2 and Flying Corps all incorporate excellent flight models, the latter two including ground effects and turbulence, as did JSF. Digital Image Design even included a high alpha model for the thrust vectoring ability in F22: ADF. This year Su 27 version 2, Janes F15, MiG Alley and FN2 all look set to offer us even better flight modelling, including actual effects of air pressure changes and turbulence.

According to Andy McCrae of Rowan Software, the aircraft in Mig Alley will be capable of realistically simulating many characteristics such as flic rolls, spins, aileron reversal, adverse yaw, slipstreaming, stalling etc. Many aerodynamic and inertial effects such as aeroelasticity, wing sweepback, dynamic coupling, compressibility are modelled. Real life aerodynamic data has been used to correctly couple all six degrees of freedom. In each case the characteristics of the aircraft have been carefully adjusted to reproduce real life performance.

The job of the flight model in MiG Alley is to receive player inputs, then output aircraft position, velocity, feedback and instrumentation data. The model is executed every 30 milliseconds, independently of the display frame rate. Within each execution the following processes occur:

  • · Receive player inputs
  • · Obtain ambient atmospheric conditions including wind and gust vectors
  • · Perform propulsion calcs (thrust, engine speed, reaction torque)
  • · Calculate aerodynamic forces and moments
  • · Calculate inertial moments (caused by aircraft rotating, mass distribution, gyroscopic effects)
  • · Integrate to get new velocity and position
  • · Calculate instrument parameters

Propulsion has two modes of operation. You can control the engines throttle setting, as a real pilot does. Or, you may simply control the engines thrust output. For prop aircraft, blade element theory is used to determine thrust/braking and reaction torque produced by the propeller. Engine reaction torque is passed to the airframe.

Atmospheric conditions vary from day to day in Mig Alley. Obviously pressure and temperature change with height. Wind and gusts are modelled three dimensionally. All these effects are included in the aerodynamics and propulsion calculations. Try landing a shot up Sabre on a dodgy airfield in a heavy, gusty crosswind without skidding down the runway sideways.

Janes F15

Not to be outdone, Janes F15 will also take us where no virtual pilot has gone before! Rather than compiling data on aircraft performance and creating routines that will model that performance in a variety of situations, Janes obtained the math that the USAF actually employs to model aircraft performance-- DATCOM. These equations have been incorporated directly into F15E.

That bit of work completed part one of an entirely new approach on the PC. part two was composed of stability derivatives for the F15. For that subject Janes enlisted Air Force engineers who shared the public domain data with them. Yeah, sounds great, but what makes this so different than simply using the old methods?

Having gone through the work described above Janes has essentially created a virtual reality physics model. In other words, the real aircraft and its performance have now been modelled on the PC. As a result, all the planes actual performance characteristics are in place. There is no longer a need to model particular situations in the flight envelope, with the inevitable result that some situations are not truly modelled. Every subtle effect will be in place, just as it would for the real aircraft and real pilot. Stalls, spins, speed bleed, inertia... none of these will be specifically modelled as in previous attempts at the genre, yet all will be immediately in place. Yes, this is history in the making!

Since Janes has already modelled turbulence and ground effects in Longbow, it seems likely that we will also see this in F15. The combination of a truly authentic flight model with this level of dynamic modelling should give us an entirely new flight experience this year.

FD2

In the WWII arena both FS:SDOE and Fighter Duel II are likely to excel in flight physics. The original Fighter Duel by SPGS software lept ahead of any previous dogfight simulator for the PC.

Go to Part 4


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