|
Interview: SCS - "Dangerous Waters"
Back
To Page 2

Q. How will we play the air assets?
A.
The MH-60 and P-3 are independent entities. Of course,
all platforms are working together and share data over the
Link (so in that sense, they are always working together)
but the player has total control over the two aircraft in
SCS-DW. The MH-60 always has a tie to its FFG; there is an
automatic transmission of data to the FFG (transmits sensor
data sonar or radar data) and, therefore, allows for
increased sensor coverage.
The flight model takes into account
all variables of flight (thrust, air density, lift, etc.)
and is highly competent and believable. Full joystick support
will be available for the P-3 and MH-60 so those who
want to take full control of their platforms can do so.
Q.
Will the player be able to fly the air unit, or just instruct
the pilot on a course?
A. Both... one of the primary features
of SCS - Dangerous Waters is its scalability.
Dependent upon the players preferences, the game can
play as a point-and-click military strategy game or a full-fledged
simulation (with flight model and joystick control). The autopilot
will follow ordered waypoints and maintain altitude and course
if enabled, but if the player chooses to disable autopilot
and take control of a landing for himself (as an example)
he is able to do so.
Q.
If you can't "pilot" the air unit, how will you
control it?
A. Well the player can pilot
it, if hed like to. In addition to that, the player
has control over the playable platform from the Ship Control
/ Pilot station through a mouse-driven interface, by entering
waypoints on the NAV map, or simply by entering new altitudes/depths,
speeds and course in the taskbar along the bottom of the screen.
Q. How do I change stations
is it the same for online or offline?
A. Every station (or group
of stations) has a corresponding icon on the pop-up station
panel. However, after a few days of playing, I think most
people use the function keys (F1 - F12) to get where they
need to go. Everyone plays differently, so we try to provide
redundant inputs wherever possible (keyboard shortcuts especially).
Q. Can we perform missions other
than patrols and sub-hunts?
A. The diversity and versatility
of the platforms enables dozens of potential mission types.
The fact that there are 19 quick mission types (so far) is
a testament to that. The submarines are still as flexible
as ever performing land attacks, Special Forces deployment,
ASW, ASUW, and reconnaissance/threat assessment (to list a
few). The addition of a guided missile frigate and its accompanying
helicopter expands the list even further with gunfire support,
helo as a forward sensor, rescue operations and surface-to-surface
engagements. Lastly, the P-3 is obviously very capable at
ASW and reconnaissance but can also assist in ASUW operations.
We certainly are not at a loss for
mission possibilities... the seven platforms are highly capable
in many situations.
Q.
Can I search for survivors in my Orion, or pick them up with
my Seahawk?
A. The P-3 can only request
to land at allied airports, but visually identifying downed
pilots and sending out an MH-60 to retrieve them is certainly
within the realm of possibility. Many missions are centered
on those sorts of activities and serve as a nice change of
pace from the usual detect, classify and destroy
core game play.
Q. Will there be clickable cockpits
/ panels, or will I have to use my keyboard?
A.
All cockpits are rendered and interactive. There are some
shortcut keys to certain operations but for the most part
the interaction is done in the stations themselves with tangible,
visual feedback. The cockpits can be hidden to see a full-screen
3D view if the player chooses to fly the aircraft, but thats
provided just as an option for the sake of player preference.
Q. Will sea-state 5 influence
your boats (ship) behavior in shallow water?
A. Ship (and sub) pitch and
roll is now physically modeled, and is affected by waves in
our new ocean surface model, as well as by wind and currents.
In very shallow water it should be possible to bounce off
the bottom in a severe sea-state. Subs risk unintended broaching
or submerging, and the sail can even induce a rolling moment
in submerged high-speed turns, potentially causing some dangerous
unintended changes in depth.
Go
To Page 4
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|