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Interview
January 23, 2006
Eric “Aeyes" de Best
by Tom
"20mm" Hayden
From it's release in 1998, several
key features of Falcon 4 have made it a favorite of air combat
simulation fans all over the world. These include the "sims
within the sim" known as Falcon 4's Campaign Engine and
the Air Combat Simulation, which includes it's high fidelity
avionics, weapons and defensive systems, flight model and
deep-down attention to detail. And then there 's that fantastic
interactive clickable 2D cockpit.
Instead of memorizing series of key
presses, or assigning them to their HOTAS, players could,
if they chose, look around inside the cockpit, find the button
or switch they wanted and click it with their mouse. A true
button-pusher's delight, the Falcon 4 cockpit is legendary
and has certainly added to the immersion factor of the simulation,
to the simmer's holy grail known as suspension of disbelief.
Over the years the Falcon 4 cockpit
has evolved from something with quite a few functions active
on the front panel and adjacent consoles, to one with darn
near everything active everywhere you look. Setting up for
your GBU bomb run, you click on the master Air to Ground button.
You cycle through the hard points by pressing a button by
the MFD, make the Targeting Pod the SOI (sensor of Interest),
activate the laser with another click, then zoom in, find
your target and lock it. And that's just one area of use with
this cockpit. Virtually the entire engine startup sequence
of an F-16 is possible using the clickable 2D cockpit.
I admit to being a button-pushing
geek, there's just something about pushing a button or flipping
a toggle switch, hearing the "click", and watching
a system come to life that is very satisfying. If you know
what I'm talking about, you're in love with the Falcon 4 pit.
If not, well you're just not a button-pushing geek, that's
all!
As the Falcon 4 cockpits evolved,
modifications to them appeared and many talented artists had
their hand in creating some absolutely stunning works. "Photorealistic"
became a word synonymous with these cockpits, and for good
reason. To this day, I am amazed at the graphics I see on
my monitor of the F-16 "office".
Just as Falcon 4, and now Falcon 4:
Allied Force are associated with their 2D cockpits, there
is a name that is always associated with high quality cockpit
art. If you are a Falcon 4 or Falcon 4: Allied Force fan you
know the name: "Aeyes".
The F4:AF Cockpit in
1600 x 1200. (264 kb)
Aeyes, aka Eric de Best, is a professional
artist and long-time simulation fan, living in the Netherlands.
A very busy guy on a average day, he's even busier lately,
with the birth of his daughter on December 20, 2005. Our congratulations
to Eric and his wife!
In the midst of all of this, we caught
up with him and somehow persuaded him to take a few moments
and share with us how he got involved in simulation cockpit
art, Falcon 4, Falcon 4 AF, and some technical details I was
curious to know.
Just how does Eric go about making
a graphical cockpit for a computer simulation? What reference
material does he use? How does night lighting work? In other
words, I had a whole bunch of questions! Eric, being the nice
guy that he is, was gracious enough answer these questions
and a whole lot more, with a few graphical surprises thrown
in. With no further delay, here's our conversation.
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