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Interview
January 18, 2006
Jet Thunder
SimHQ interviews Dante Mendes
De Patta, Jet Thunder Project Manager, to discuss the highly
anticipated project covering the 1982 Falklands / Malvinas
War. We also have seven exclusive new screenshots in 1600
x 1200 of the work-in-progress.
Interview by Chris
"BeachAV8R" Frishmuth
Chris:
How much fidelity should we anticipate from the Harrier flight
model? User controllable lift nozzles?
Dante: I don't know how much
fidelity will be inserted in our FM, it's been a bit hard
to get flight data about first generation Harriers; especially
the Sea Harrier. But of course user controllable lift nozzles,
since X-Plane and others already had these fully featured.
We got also some veterans, real pilots of the featured aircraft,
who volunteered to contribute with input and feedback.
Chris: Will there be avionics
or cockpit differences between the FRS.1 and Gr.3 models?
Dante: A lot of differences!
They're very different in terms of avionics and operation,
the Gr.3 with a Ferranti 106 laser rangefinder in the nose
while the Sea Harrier has the Blue Fox multimode radar. This
is the main difference. The Gr.3 model will be able to operate
laser guided bombs (they were used in the last stages of the
South Atlantic conflict). The Sea Harrier also has the NAVHARS
inertial system while the Gr.3 has a GEC-Marconi color map
display. Both versions, though, use the Marconi ARI-18223
radar warning receiver (RWR).

Gunsight Helicopter Hunting
(309 kb)
Chris: Will the Hermes and Invincible
ships be active environments with other aircraft taking off
and landing? Will deck crew be modeled?
Dante: Yes, deck crew will
be modeled and animated, doing their correct job in the deck.
Sea King helicopters will be busy/ready for rescue at each
take-off or landing operation of the jets, so expect to see
some action over the deck (but probably not soon in our alpha
versions).
Chris: Will ships be subject
to changing weather conditions such as rolling and pitching
in different sea states?
Dante: This is not so hard
to implement, as the aircraft carrier is also subject to a
physics model just like the planes (instead of Flight Model
it should has a 'float model'); the biggest issue that needs
more attention is the tweening between the moving carrier
deck and the planes it carries in its deck, specially in online
environment. Personally I think this rolling and pitching
is a very important part of carrier operations that should
be portrayed.
Chris: Will the Harriers have
things like compressible wheel struts and complex ground handling
characteristics or will they have a more scripted feel to
them?
Dante: At the current alpha
builds we're testing, ground physics, interaction and handling
is a major weakness, so in my tests I usually disable ground
collision detection to avoid ending flipped upside down...
but this will be fixed before showing our alpha build to anyone
I hope (because it's so embarrassing and annoying).
Chris: Do you intend to model
exhaust plumes and / or heat shimmer for aircraft?
Dante: Yeah, shaders! Vertex
shaders, pixel shaders. Steve wants to do all the programming
alone, he said JT progressed more in this way rather than
if it was done by a coding team perhaps Steve is right,
but one thing is for sure: another programmer must help us
in the shaders / effects department, because Steve has no
experience in this kind of cutting-edge graphics programming.
At the moment, we don't have any 'special effect' apart from
smoke (simple particles). I would like to have heat shimmer
effects, smooth shadow effects, ocean bump/shinning effect
and full scene bloom.
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