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Interview: Jet Thunder
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Chris: Will environmental weather
effects such as reduced visibility, rain, and changing winds
be modeled?
Dante: Yes. Wind and rain are
already modeled. As well as cloud cover (but these need a
revamp, as the code is a bit old now).

Vulcan Dawn Bombing (171
kb)
Chris: To what depth will the
Blue Fox radar be implemented in the Harrier? Will the user
be able to control radar scan volume (elevation, azimuth,
range)? Will the four primary modes of operation be implemented
(search, air-to-air, air-to-ground, bore)?
Dante: At the moment, there's
only a B-scan test search mode with manual control of the
radar designator to lock targets, it works very well and one
nice thing (which I'm not sure how real it is) is when you
destroy a plane with a missile you see the cloud of debris
raining down on radar screen, and each piece of debris is
really a big chunk of the destroyed plane falling down. Elevation,
azimuth and range are already adjustable and, since these
use small manual switchers in the real cockpit, messages pop
up in console text lines saying 'elevation set to X degrees',
'range set to 15 miles' etc, if I remember well, a bit of
this can be seem in one of the missile shot videos that Steve
posted a while back in SimHQ
Jet Thunder Forum. Of course for the final product, we
expect the Blue Fox to have all the most important modes working
(air-to-surface, bore, etc.).
Chris: Will the cockpits be 2D
or 3D? Will the cockpits be clickable?
Dante: Fully 3D with 6DOF,
clickable? Not impossible to do, and we've received many requests
for that, but as we're very low on resources, we can't promise
such advanced feature.
Chris: Will NaturalPoint's TrackIR
be implemented?
Dante: Yes! Steve even received
a unit, kindly submitted by Natural Point, now it's up to
him to implement its support (not hard since we have full
3D cockpits and already fully working view panning).
Chris: The FAQ on your site mentions
that the campaign will be dynamic and that resource management
of things such as the 20 Sea Harriers will be important. Would
it be correct to assume then that the campaign will track
damage for all entities in the campaign and will resupply
be implemented?
Dante: Correct, we even talked
a few days ago about campaign attrition it's a factor
that Steve already has inserted in the server code. Resupply
will be very important for the ground war as well for
example, there's a C-130 flight from Argentina periodically
delivering supplies to the Argentine in the islands, shoot
that flight down and you will see the effects in the effectiveness
of their ground units.

Joint Effort (182 kb)
Chris: Along the lines of the
previous question, will all campaign assets be on the campaign
map at one time (ie: EECH or Falcon 4) or will they be hidden
as we fly mission specific sorties?
Dante:
It's pretty interesting to explain: as Steve correctly
choose to have even the single player campaign played in a
client-server system, what happens in our current test stage
is the follows: we run the server (or what we call 'campaign
server'), it opens a window with a "god mode" view
of the world. Not ready now, but in this god mode, you can
track positions of all units in the world. Of course there
should be included for final product, the "fog of war"
the view limitations a campaign General have (limits
imposed by your side's intelligence reports or limitations
of radar cover). We see AI units doing their stuff, although
the system isn't yet feeding them 'on-the-fly' with missions
based on campaign's logic Then, we run our client, it has
variable spawn positions, so, what it does is to spawn a flyable
(player) plane out of your side's stock at a choose friendly
location. So, you fly and do your part for the campaign.
What
should be added, as I've said, is a more 'strategical map'
feeling to this 'god view' mode in server windows, and of
course the so called 'fog of war' (view limitations and show
only known contacts etc), and of course, all the campaign
assets in numbers overlayed in this display.
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