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Combat Flight Sim 2 Interview @ 3DGW

Combat Flight Sim 2

Publisher: Microsoft Games
Developer:
Available: October 2000

System Requirements:

  • Multimedia PC with a 266 MHz or higher processor

  • Microsoft Windows 95 Operating System or later; or Microsoft Windows 2000

  • 32 MB of RAM for Windows 95 Operating Systems or later; 64 MB of RAM for Windows 2000

  • Quad Speed CD-ROM or faster

  • Super VGA, (800 x 600) 16-Bit Color Monitor

  • DirectX® 7 (included on CD)

  • 350 MB hard disk space (additional 50 MB of space required for DirectX 7 installation and swap file)

  • Microsoft Mouse or compatible pointing device, joystick or flight yoke recommended

  • Microsoft DirectSound® 7. API-compatible sound card with speakers or headphones for audio

Advanced graphical features require:

  • 3-D graphics accelerator card with a minimum of 4MB memory compatible with Microsoft Direct 3D® version 7.0 API

  • Force-Feedback peripherals compatible with Microsoft DirectX® 7.0 API

The last few weeks I have been playing with a beta version of Combat Flight Sim 2 and though it isn't finished it has given me somewhat of an idea what to expect.  However there have been several questions that have been haunting myself and a few of my fellow simmers so here we have an email interview with Tucker Hatfield, CFS2 Program Manager. I have also posted another 25 screenshots from the beta for your enjoyment at the end of the interview as well.

1. How much of the engine is CFS and how much is rewritten ?

CFS2 is the descendant of CFS, but it is sort of like a cousin. The original CFS started with the FS98 engine and branched off. When development on FS2000 started, they integrated some of the changes from CFS, but they didn't integrate the entire codebase, so there were aspects of CFS that didn't make it into FS2000. This FS2000 engine was the basis of CFS2. Of course for FS2000 there was massive rework of the terrain system and weather, as well as other changes, which CFS2 inherited. There are still a lot of features directly from the original CFS, but there are also a lot of ways in which it is remarkably different. We kept the logical portion of the damage system, but reworked the graphic portion; we have basically a completely new mission system, and terrain system. The enemy AI is based on the original code, but it has been so greatly reworked that it bears little resemblance to the original, other than that the AI use the controls the same way the player does. The physics engine for the aircraft is pretty much a straight-line descendant of the original, but a lot of fine-tuning has been done to the engine, and we have a new automated testing tool that provides far more opportunities for fine-tuning performance.

Of course, we've also added a lot of features that are totally new for CFS2. Carrier landings, more animated parts on aircraft, a new virtual cockpit, higher detail on the aircraft, new coastlines, rivers, and roads in the terrain, a new lighting system for the world and aircraft, wingman commands, all new visual effects (muzzle flashes, explosions, flak, etc.), performance enhancements, the ability to save custom keymaps, improved careers, a mission builder… Well, the list is pretty impressive.

2. How user expandable? Planes, Sounds, terrain, etc.

You can use CFS and FS2000 aircraft and any 3rd party aircraft that are completely compatible with those products. Terrain from FS2000 can be used in CFS2, and the CFS terrain will work, but because of the enormous changes to the terrain engine, object placement is sometimes a bit wonky. We're including European terrain with new data and textures to help people who want to do European missions. Our mission builder will import CFS missions and allow you to save them in CFS2 format, but since so much has changed in AI, aircraft damage, etc. the missions probably won't be much fun unless you do a fair amount of tweaking to get them working. We are also working to ensure that as many of the add-ons for the original work as possible. Since some of the people who make add-ons use unsupported features to make some parts of their products work, we may not be 100% successful in this, but most of them should work just fine.

3. How extensive is the research going into the planes. Authentic sounds, flight models, characteristics?

The research has been incredible. We have a huge library of data that we've put into a database and stored on gobs of CDs. This includes information from original flight manuals, performance evaluations from the period, data from restored aircraft, anything we could find that met our standards for reliability. For some of the Japanese aircraft we went to books only available in Japan, which were translated for us by our localization group. Of course, we also have a partnership with the Confederate Air Force, and they've been indispensable in getting us information, and in getting us access to actual flyable aircraft for photos, recordings, etc.

4. How will the Flight Models differ from the original Combat Flight Sim ? Will they be more realistic ?

The physics engine has been improved, but is essentially the same as the original. We are simulating a few things better or more completely, but the biggest change is the degree to which we've improved our testing and verification techniques. We have new tools that allow us to test each aircraft in a consistent manner and save off performance data for evaluation. This allows us to much more accurately tune the performance.

5. Will there be Air to ship battles ?

There are anti-shipping missions where you are attacking ships as well as ones where you are flying cover for dive bombers or torpedo bombers.

6. The carriers look awfully small in the beta. Will the final carriers be larger ?

There are two size carriers for each nationality in the game, "pocket" carriers and full-sized carriers. Even though there were a lot of carriers on each side, they all fell into one class or the other, and the difference in dimensions was pretty small among the individual ships in each class. For the US we model the Lexington and the Enterprise, for the Japanese the Hiryu and the Junyo. The dimensions for all of the carriers are accurate and in scale with the aircraft.

I'd have to agree that they really do seem small, especially when I'm trying to get my aircraft down on the deck in one piece. But the numbers show that they are right on the money.

7. Will multiplayer allow Squad carrier landing and take offs ?

Since there isn't a real cooperative mode, it isn't really practical to do group landings and take offs. But "rearm, repair, refuel" happens when you land on any base…

8. How will damage be indicated. Will there be a way to check your damage ?

Yes, damage is visually represented, both as missing parts and bullet "decals" that show damage. There are also numerous types of smoke and fire effects. You also receive text notification of significant damage.

When you're shooting the other guy, there are new hit effects that make it easier to tell when your bullets are on target, as well.

8. Will Cooperative mode be available via multiplayer ?

Other than team melee, there isn't really any cooperative mode. The main changes to multiplayer this go-round are bug and cheat fixes.

9. The AI in the original CFS was the worst of any WW2 game released in the last five years. Many missions you faced incredibly lopsided odds to make them interesting. What are they doing to improve it? Can the AI boom and zoom? Can it fly?

We've done tremendous AI improvements. Primary among the changes is that AI pilots are now "aware" of their energy state. This causes them to fly much more intelligently, as well as making them not smack into the ground. In the last couple of months, I haven't seen a single undamaged AI aircraft hit the ground, even when I was pursuing him mercilessly. I have had one or two sucker me into hitting the ground.

They can and will boom and zoom. They try to get the energy advantage on you, and in less nimble aircraft this means that they tend to extend and re-engage much more.

They tend to be a bit conservative sometimes, so dogfights can last longer, especially since they can be very good at evading at Ace level. If you are on Easy flight model, and they are Rookie pilots, combat is pretty brief and bloody with you sweeping them out of the air like the grim reaper. That's because the AI always uses the realistic flight model, so they can't hurl their aircraft around the sky with reckless abandon like you can. Besides Rookies are, well, rookies, and if you're on easy, you probably want it easy. When you're in the Realistic flight model and the enemies are Aces, however, the dogfights tend to be a lot of jockeying for position, followed by the first person to make a mistake buying it. This makes a Zero a hellish weapon if you're good, but a quick ticket to the graveyard if you aren't.

I would like to thank my great contact DeEtte Christie of Arbuthnot Communications for setting up this interview and Tucker Hatfield, CFS2 Program Manager, for being such a good sport and answering my questions.

Interview by: William Gall
Date: August 26, 2000

Test System:
Celeron 566 at 566MHz and at 850MHz
Abit BE6-II Motherboard
128 MB RAM
Toshiba 40X CDROM
Voodoo5 5500 AGP Provided by 3dfx
Diamond MX-300 Sound Card
Microsoft Intellimouse with Intellieye
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