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Lock On: Modern Air
Combat
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An Honorable Ancestry
(continued)
One of the greatest names in sim development
at that time was the venerable Janes/Electronic Arts
franchise. Led by sim pioneer Andy Hollis, the EA team was
responsible for some of the greatest icons of simulated combat
aviation. Titles like Longbow and Longbow 2,
which made a power of Tsuyoshi Kawahito (who would go on to
fame as the designer of the classic European Air War), F-15, and its sequel, F/A-18, made this house
the Very Last Word in modern combat jet simulations for the
latter half of the 1990s. Its reputation was made in a now-dead
genre: the single-aircraft study, what we now call the hardcore
combat sim. The formula is simple. Take one well-known and
well-loved aircraft, and model it in excruciatingly loving
detail. Set it in a realistic world with realistic physics,
and give it a mission editor and campaign to allow simmers
to step out of the everyday hum-drum world and into the exciting
challenge of being a combat jet pilot! To give us the fantasy
of being able to Strap On The Real Thing, like they did in
the movie Independence Day, and go lay a smack down on the
bad guys!
Matt Wagner worked for EA. Along with
development greats Chris Martin and Scott Elson, Wagner stepped
out of obscurity into the fast-paced world of sim development
with a legendary team of game designers. Wagner, however,
came out of the ranks of flying simmers. In the community,
he was well known for his articles on simulated combat. In
the Flanker world, Matt was one of us. His articles,
written for his online squadron, on the Russian Zhuk radars
are still a must-read today. With Martin and Elson, Wagner
was one of the driving forces behind Janes F/A-18,
still the pinnacle of naval jet-combat simulation. One
of the only two sims to include the participation of women
in large scale (the other being Falcon 4.0), F/A-18 broke
ground in many other ways as well. It was the first to feature
a fully-clickable, all-glass 3D cockpit. Its flame effects
were, and are, among the best animation efforts in the whole
history of simulated combat aviation. It had clouds, and animated
water, a simming first. Shooting three-wire traps in F/A-18
onto a Nimitz-class carrier meant coming down the pipe
to a deck moving in three dimensions! It gave a simulated
flying experience so realistic, a real Navy Hornet pilot testing
for EA reported that a night-trap evoked the same physical
stress responses in him that a real landing would. It represented
the mother-lode in AI and flight physics for Janes/EA,
and it was the last true simulation that house would ever
release.
Janes/EAs last study sim
in development following F/A-18 was scheduled to be a look
at the A-10 Thunderbolt II, Republics answer to the
1970s U.S. Air Force competition to produce what amounted
to a modern-day Sturmovik, a dedicated tank-killer for the
Fulda Gap, NATOs great nightmare of the Cold War. The
airplane the Air Force didnt want, one with no sex appeal
at all, slow and steady, a long-loitering replacement for
the A-1 Skyraider of Vietnam fame that has one mission: Support
The Troops. Its success stunned combat aviation. Its
a flying gun, its GAU-8 30mm cannon firing 30mm depleted-uranium
slugs that contemporary pilot Andy Bush describes as accurate
as aiming a laser. Ground pounders love it. And it hadnt
been looked at in sim-dom since Activisons A-10 Cuba!,
back before 3d acceleration was even invented. And simmers
everywhere anticipated mightily. It was the one we all wanted;
air-to-mud is overwhelmingly the choice of simulated combat
aviators-who doesnt like blowing things up? It was the
one project Matt Wagner really wanted to do.
Right up to the day the rug was yanked
out from under his feet.
Janes/EAs implosion at
the end of the 1990s slammed the door shut on what would,
from all accounts, have been another simming legend-in-the-making.
Simmers mourned over the released development screenshots
showing what looked to be one of the most detailed sims of
all time, that would never see the light of day. And we thought
that close air support would never find a modern sim home.
Until Carl Norman had a problem.
How many of you readers remember Tim
Goodlett? During the combat flight heyday of the late 90s,
Tim, a really nice and talented dev guru, got involved with
the fiasco that ultimately spelled the Bitter End for MicroProse
as a development house. Gunship! was another title
with a fanatical following that was then as highly anticipated
as LOMAC is today. But the Game Gods at MPS did a sim-light
dome decree. And Goodlett was dead in sim-doms crosshairs
when MPS released Gunship! to overwhelming disappointment.
Among the compromises Goodlett was forced to make, and later,
defend, were things such as the hated air-starts
that started missions with the player in flight and tiny,
generic maps. Though a fun play (and only now coming into
its own as a precursor to todays do-it-all simulation
titles like IL-2 Sturmovik), MPS underestimated the
certain backlash from turning hard-core helo simmers
version of Flanker into sim lite. Gunship! flopped. MPS shut
down not long after. Goodlett, at loose ends, was hired by
SSI, then under new ownership.
By this time, the Norman vision for Su-25 had morphed into Flanker: Attack!, an
all-new sim intended to build on the Flanker legacy. With Flanker 2.51 as lead-in, FA was intended to add the
Su-39 and A-10 to the Flanker family. Goodlett came aboard
to assist in development. And sim-dom recoiled in horror.
Unjustly laying blame for the Gunship! fiasco at Goodletts
feet, the simming community rose en masse in protest, flooding
SSIs corporate Flanker forums with abuse, threats, and
dire predictions of woe, pestilence, and disease. I was a
regular poster on the Flanker boards then and let me tell
you, it was like watching a lynch mob in slow motion. It wasnt
long before Flanker fans had a new face come aboard to shepherd
us into The Promised Land: Matt Wagner.
His
hiring was a Norman master-stroke. In one fell swoop, oil
was poured upon the troubled waters and peace restored to
sim-dom. Flanker 2.51 came out to rave reviews, mine included
(I was writing for WomenGamers at the time). Simmers could see the changes in progress. Great
things were in store. A new name was coined for the genres
new sheriff, LOMAC, and its planeset was shaken up
a time or two. Finally, Wagner had a chance to put paid to
the Janes A-10 abortion, and give combat simmers what
they had wanted for years. Now, the Norman vision included
the three aircraft that dominated Flankers last iteration
(Su-27P, Su-33, MiG-29), plus three highly anticipated and
rarely if ever simmed newcomers: the A-10, the aforementioned
Su-25, and
the F-15C American Eagle. The worlds
most beloved modern air-superiority fighter; yes, the Jack
Armstrong of combat aviation was also coming to a computer
near us. The simulation nation applauded. And the eager anticipation
began in earnest.
And the work began in earnest.
Flanker masterminds Valery Blazhnov and Igor Tishin and their
Russian band of brothers put keyboard to compiler and began
the long slog through Flankers legacy code in search
of Nirvana. And weve had bumps along the road; most
importantly, the acquisition of SSI by entertainment giant
Ubisoft, and shortly after, the temporary loss to the LOMAC
team of its very heart and soul: Carl Norman, who left Ubi
under mysterious circumstances some time before the titles
release. Gladly, Nick Grey and The Fighter Collection, that
most august group that have been Flankers power-behind-the-throne
since almost the very beginning, intervened and Norman is
now their Consultant to Eagle Dynamics, advising the peerless
team as it worked toward its final goal. Which is in my hot
little paws right now. Lets take a peek.

The Lock On Design Team
Warning: I will not review the multiplay
aspects of LOMAC; I am not an online flier anymore and most
simulated combat aviators fly solo-play anyway. SimHQ intends
to do a separate article on multiplayer, and if youre
an online flier, one of the multiplay gurus here with detailed
knowledge of those aspects will step up and get you into those
aspects. LOMAC is designed with multiplay in mind, and supports
both head-to-head and cooperative multiplay. As far as I know,
the beta testers have not had serious issues with this and
it is similar in most respects to that found in Flanker 2.5.
Read this
thread to learn more about multiplayer and LOMAC.
Another warning: If I sound a little
less than objective, its true. As I said above, Ive
been a Flanker convert since the 1.5 title was first released.
I love the series, and to me LOMAC is more Flanker 3 than
a standalone game of a new dynasty. Virtual "Flankerites"
like me, though, are the base on which LOMAC will have to
build to be a success. If Im disappointed and turned
off, the Carl Norman Plan will fail. Im most pleased
overall, though, and you will see why as we stroll through
the wonderful world that is LOMAC.
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