N E W S
Latest News
News Archive
Submit News
Admin Login

S E C T I O N S
Editorials
Previews
Reviews
Interviews
Log Books
Hardware
Guides
Tweaking
Screenshots
Forums

C O L U M N S
DBond (11/2)
Donkyshots (3/2)
Frugal (11/9)
Hunter (24/3)
NoCharlie (5/4)
Stardog (13/2)
coda (31/8)

A B O U T   U S
Staff Bio's
Privacy Statement
Advertising Info
Site Links

S E A R C H
Google
Web
frugalsworld

F A L C O N 4
Falcon 4 Articles
Falcon 4 Forum
Falcon 4 Chat Room

M I G   A L L E Y
Mig Alley Articles
Mig Alley Forum
Mig Alley Chat Room

J A N E S   F / A-18
F/A-18 Articles
F/A-18 Forum

S U P E R H O R N E T
Superhornet Articles
Superhornet Forum

E A W
EAW Articles
EAW Forum

R O W A N ' S   B O B
Battle of Britain Articles
Battle of Britain Forum

B 1 7 2
B17 2 Articles
B17 2 Forum

T W E A K I N G
Virtual Memory Tweaks
Vcache Tweaks
Scandisk Tweaks
Defrag Tweaks
Modem Tweaks
Ramdisk Tweaks





Darreck "Gecko6" Lisle of the 57th Grave Dancers has written this open letter to Tim Goodlett (the producer of Gunship!). Gecko 6 is a big fan of co-operative multi player and here he looks at what he would like to see included in the multiplayer aspect of upcoming sims.

Open Letter To Tim Goodlett - By Darreck "Gecko6" Lisle

It has been a while since my last article.

Recent events within our sim community have stirred up major emotions both good and bad. I will cover both aspects.

History:
As everyone is aware that sim developers are rethinking their stand on hardcore flight Sims. This is supported by the following events.

1. Cancellation of Jane's A-10
2. Cancellation of Desert Fighters
3. Delays in several Sims that go on for years?
4. Release of bug filled and poorly supported Sims
5. Patches that are sent out creating more bugs then they fix

Harping on the past is not my style! I what the developers out there to listen up with open ears and minds.

They just don't get it!

What is it we are looking for as online Virtual Pilots?

Multiplayer

l Real time target data sharing (Painting and designation)
l Ability to coordinate multi-ship attacks on the mission planner at full screen.
(Possibly stand alone applications for mission design)
l Fluid frame rate and solid client sync
l Sensor data sharing (Nav, targeting, and RWR)

Real time target data sharing (Painting and designation)

This is a real peeve of mine!

I started my sim career on Jane's Longbow II. I loved playing in coop with my close Army buddies. This was a huge leap in the right direction for virtual pilots. Jane's almost had it right.

PFZ's (Primary Fire Zones) were a huge tool that enabled us to fight as a team. Army doctrine is to send out gunships in teams. They are under the command and control of a scout in an OH-58, OH-6, or even UH-1s. There is a reason for this.A gunship is a very expensive toy for your average pilot to go out and rambo with. I could fly in an OH-58D and scout ahead while my guns sit in a firing position waiting for targets. With my small silhouette and high maneuverability my bird could get into the small cracks and crevasses that the Apache could not. With my mast mounted sight I could peak over saddles and ridges and get eyes on the objective. Several times I was painting the highest threat mostly SA-13s and I would observe them launch at one of my guns moving to a new firing position, that is when it is time to unmask and save the day. Life was good!

Artillery was another huge step forward. The call for fire format was pretty close and the results were not real pretty but satisfactory. It gave the scout role one more asset to draw from. I remember many times I would have to mark targets with a smoke rockets and send in my guns.

But the prettiest sight was when I would see my guns pop up at my 2:00 and see there launched Laser Hellfires in LOAL mode tracking my designated targets. My guns were 3 clicks away in a safe firing position and never saw the carnage. We really never got it to work efficiently enough so they would fly Longbows and use radar hellfires. But that is one of those things where you are limited by what the developers give you.

Ability to coordinate multi-ship attacks on the mission planner at full screen.
(Possibly stand alone applications for mission design)

Once Falcon 4 was released saw the advent of our Virtual Squadron the 57th Grave Dancers. We trained and flew using real world tactics and methods used by all the worlds best airforces.

Setting expectations for a sim to perform in such a capacity really brings the Sims shortcomings out quickly. Bugs were discovered in droves, and with everyone increased the frustration of our pilots. We have a great bunch of guys, yet give anybody a tool that does not perform the task and they will find another one to use.

Mission planning and design is a big part of being able to keep a virtual squadron members interested and flying. Falcon had a good user interface for there mission planner, yet it was so full of bugs that you had to spend more time doing work-arounds in stead of mission creation. It would on average take me at least a week to get a good mission tested and working how I initially intended it to.

Sad to say that Jane's USAF editor is full featured and a stand-alone application but its Achilles heal is the area of operations. Maps are far too small and the detail is only spotted on certain parts of the map.

To create a multi ship attach Falcon did give us the best tools. Jane's USAF is far to dependant on having a human pilot in the bird at the time of attack.

A mission planner should have at least;

l Custom way points and flight path layout one at a time and assign the altitude, speed, formation, and actions.
l Assign actions once they cross certain way points (Voice, arm, snuff radar, etc…)
l Custom flight names and ATO formats for printing and html for squadron use.
l Minimum criteria for the attack or patrol to be combat effective. (Set criteria that if met means abort, continue, expedite, etc…)
l Has to be Full Screen with scalable icons for zooming in!
l It would be a stand alone application that has printable mission orders and manual

Fluid frame rate and solid client sync

We all have experienced our squadron mates as they were flying in formation, have one warp 2-6 miles ahead or behind the formation. Early Falcon days were notorious for this, and if you happened to be directly on someone's six then you would both become one with the earth.

The developers have issues to work around and are limited by a small pipe. The more info passed the worse the performance in game. I have first hand experience with software development and the problems that are there now. We are really screwed until everyone gets cable or DSL. This is not a legitimate excuse for developers to not address and develop alternatives. Supporting server software that can host multiple connections and alleviate the net traffic is paramount. This should not be viewed as a gift but a mandatory piece of software that could be sold as an add-on or even a stand-alone program. How many damn Quake servers are out there?

Sensor data sharing (Nav, targeting, and RWR)

I will revert back to my Longbow II and USAF Sims for this one. LB2 had so much potential for this and Jane's did a half-assed job on it and it showed. Today's AC have secure data links with each outer, JTARS, AWACS, ground commanders, and inter service assets. Lets grow up and start to incorporate this into our sims! I was thrilled with Jane's and USAF. The Vietnam mission where the fire base is under attack rocked! A forward air controller was calling in targets and marking them with orange smoke!!!!!!

There is no reason why I cannot have a simple way to pass threat, target, and navigational information to my team via AC systems. In LB2 I could use my mouse to box in a cluster of targets and prioritize them. I would then broadcast them to my teammates. This was a huge asset for me as a scout to give target data and route info to an insertion, met life or death to the infantry on board the transports. Damn I miss those days!

My final Plea!

Tim Goodlett !

Please make Gunship a quality product! Give us all of the capabilities I have touched on and please! Please, give us a finished product and don't let Hasbro do another Falcon! Tank will be a huge leap and I will buy it just to support your work. But give me interaction with the troops on the ground. Damn all you need is a scripted voice calling targets and markers to start out with till we can get human players in the area. I applaud your work and I trust your judgement.

One last note.
Tim put a COBRA and SCOUT AC in Gunship! (Oh-58D, OH-6, AH-1E, F,G) Now if we can get a first person shooter that can connect to a flight sim and a tank sim then we would have the best of all worlds.

Darreck "Gecko6" Lisle

Please comment on this article in the Article Feedback Forum



random screenshot

What CPU do you have?

Amd XP 2-3000
Intel 2-3 Ghz
Intel 1-2 Ghz
Amd 1-2 Ghz
Below 1 Ghz

30066 votes in total

random irc quote:
Sponsors
H O S T E D   S I T E S
Stardog's Sim Shack
prop sim news & articles
eRAZORS eTeam
erazor's falcon 4 exe
Mig Alley Skin Central
skins & art for mig alley
Comanche Hokum Central
eech news & articles
Falcon 4 Unified Team
official f4ut site
Cougar World
thrustmaster hotas cougar