| Interview: Lead Pursuit's Falcon 4: Allied
Force
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Q.
In some of the add-on developers work, the stability is not
as good in the "simplified" settings as they are
on the more "realistic" settings. Have you made
the stability equal for all complexity settings?
A. Yes,
stability is our most important feature in all parts of the
game.
Q. How
"moddable" will F4:AF be? Specifically, aircraft
skins, sound packages, campaign mods, sky changes, terrain
enhancements, etc.
A. Lead Pursuit has some of
its roots in the modding community so we have a great appreciation
for what benefits and life such a dedicated community can
bring to a sim like Falcon. We have a clear vision on how
we are going to leverage that enthusiasm to bring Falcon 4
Allied Force to new heights, and will be laying out that vision
shortly.
Q. Will there be other player-flyable
aircraft, such as the modded versions of F4 now have?
A. The flyable aircraft will
be the F-16 variants. Allied Force is a product committed
to providing the most realistic experience of flying an F-16
jet outside the military. We do realize some people might
be disappointed with this, but it does not make a whole lot
of sense to fly another aircraft when you are using the avionics
of the Viper. It might be fun for a short period, but soon
you realize that you're just flying a F-16 in different clothes.
Allowing other aircraft to be flown without the same attention
to detail, would compromise realism. We're 100% committed
to realism because that's what Falcon and Lead Pursuit are
all about.
Q. If not, will these be added
later, either free or as a pay package?
A. Let's concentrate on Allied
Force for the moment, but for sure the future's bright. 
Q. Please namedrop. You mentioned
Julian Onions was working on F4:AF, what other F4 community
"notables" are involved?
A. Sylvain Gagnon, Manfred
Nelles, Chris Carter, Mike Laskey, Davor Perkovac, Ed Kiefer,
Martin Ingold, Colin Morrow, amongst others... Stay tuned
to our development notes on www.lead-pursuit.com
for more names!
Q. Falcon 4 fans are nuts about
details, whether it's radar seeing through mountains, the
smoke trails of missile variants, ECM effectiveness, SAM ranges,
etc. How does F4:AF hope to meet such high expectations?
A. By applying and maintaining
our own standards. Many of the changes are detailed in our
development notes and we hope that these give a taster of
that commitment. Take Air-to-Air engagements as an example.
This snippet from Sylvain's development note gives a good
indication of our attention to detail:
"The use of radar on an AI
aircraft is also optimized. If they can, they will use Range
While Scan and Track While Scan where the conditions require.
If they're launching a Semi-Active Radar Homing missile (SARH),
which requires a constant radar lock from the launching aircraft
to reach the target, the AI will wait until the last moment
before switching to Single Target Track (STT), a radar mode
which sounds an alert in the targeted aircraft's cockpit,
warning of impending attack. But they won't switch to STT
at the last minute if the AI determines that the target aircraft
isn't carrying a Radar Warning Receiver. This latter condition
is determined by target type."
Of course there will be things in
the game some people might not like or would prefer to see
different, but we have made great strides in achieving a much
more realistic and functioning environment.
Q. Obviously the AI wingman commands
and functions have been reworked in the OCA role. Is this
true of other mission types as well?
A. Yes, new commands for strikes
and also CAS / FAC missions.
Q. Has the AWACS menu and operation
been redone, such as the ATC?
A. Yes, there are improvements
generally to the menus additional commands and features.
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