Hakko Ichiu Weblog
A weblog on the development of a WWII combat flight sim

‘Gearing Up for a New Direction

The last few months have been, well, trying.

Paul was optimizing his commute train time in Germany by trying to wrestle

Simulab into some semblance of shape. There was some progress, but

frustratingly slow. That’s one of the downsides of the “lone programmer”

method of sim development. Well, at least he’s communicative.

My “relationship” with Simon (bomber) Morley hasn’t gotten any better. He’s

still as cantankerous as ever, and has effectively frozen me out of what has

evolved into nearly daily Skype sessions. The people involved in those chats

are Paul (outlaw) Guhl, Simon (bomber) Morley, Kevin (mekpg) Pothoff and

Gerry (Mossie) Mos, who was always a very prolific Targetware contributor who

really steps up to the plate, delivery-wise. He’s got a huge store of 3D

objects and targets, and is a fast and efficient 3D modeler and animator.

After a few attempts to try and steer and clarify discussions, I quickly

realized that Simon will always “shoot the messenger” if that messenger is

me. So be it. So, I decided to merely “lurk” on the discussions, limit my

contributions to only the most important things, and to just go to Paul

directly for feature requests. I can trust that the group will likely end up

agreeing to something I can get behind. In the end, all I really need is to

get the flight gear creation method under my thumb, and then I can get Hakko

Ichiu up and running, by my lonesome if I have to.

Simon has worked up a detailed Spitfire I flight model, with, I believe, 4

sections per side (whereas the Simulab/X-Plane/FlightGear systems all adhere

to the single wing concept, which of course isn’t granular enough for a

combat flight sim, where you need to degrade specific areas in response to

combat damage). Simon said he was pretty close to having it ready for

Simulab.

Full Reverse! Hard to Port, Ensign!

Then, on 20 August, 2011, the bomb landed. Paul had been stumped by a

nettlesome flickering problem with his graphics engine. He looked at his

progress overall with Simulab, and how far he still had to go to get a

workable alpha, and decided to change direction… radically. He elected to

align his efforts with the FlightGear engine. The benefits being that it was

already up and running, had a large aircraft selection already and was also

proven at accommodating third party efforts.

The downside? It’s a civilian sim, so there are no bullets, bombs, rockets,

missiles, or anything else of a beligerant nature (Odd that it had lots of

historical and modern military aircraft modeled…. I have to ask, “Why

bother?”). But that’s what Paul hopes to add: all the combat elements, plus

the interface overhaul that has already been hashed out for Target For Today

.

The FlightGear Era Begins…

Anyway, since the announcement, we’ve all been downloading Flight Gear,

poring through its planes and file structure trying to figure out what’s

what. It’s been somewhat enlightening. First the bad.

1) No consistency. The 3D models and textures are all over the map. Some have

very spartan, non-textured cockpits. Some have fully functioning modern

instrumentation. They use a hodgepodge of graphic file types (.jpg, .tga,

.png, .gif) and a variety of methods (alpha layering, bump and occlusion

maps, etc.).

2) Poor GUI. So bad that installing the program can be an exercise in

frustration. I hope Paul will quickly be able to take Simon’s vision and

create an interface that’s usable and flexible.

3) Goofy orientation: The only sim I’ve yet seen that doesn’t use the X axis

for the wing/roll axis. In FG, X is the thrust/nose-tail axis. Whatever:

Simon plans to introduce a root-of-the-object rotation line item to set

things to orient to the AC3D axis setup.

4) No combat modeling.

5) Very limited damage modeling (e.g., random part and system failure). Part

and parcel with #4. This is what Paul is tasked at adding.

6) Flight modeling very basic. For our purposes, that translates into

“crappy”.

And the good:

1) FlightGear is set to work from .ac AC3D file format! It can make use of

the X-Plane AC3D plug-in to create animations and cull the numeric data for

use in its .xml files. In fact, I believe that going with Flight Gear rules

out Collada as well. Yay, no more wrestling with that infernal Blender!!

2) The gauges look to be easy to create, and I’m reasonably sure I’ll be able

to quickly port the Targetware gauges over to FG gauges (improving the

accuracy of the 2D work manifold in the process). T4T wants to use 3D gauges,

which I still don’t see the benefit of at all (why use hundreds of polys to

describe the lip of a gauge and protruding mounting screws when a bump map

will do just fine?). At worst, I can take (and re-axis-orient) a FG 3D gauge,

replace its textures with TW 2D art, and see what the graphic hit is. As it

is, needing 3 rectangular objects (and just 6 tri-polys) to describe a face

and two needles has got to beat the hell out of nearly 300 for a true 3D

gauge. We’ll see, I guess.

3) Crewing (one of Simon’s big emphases) is already included and implemented.

Ditto for carrier operations.

4) Weather. Already built in. Will come in very handy for monsoon season with

Hakko Ichiu.

5) Moving assets/targets. In fact, since its designed more as a single-player

system, it’s got lots of AI features I’m sure we can bend to our devices.

Now the unknown….

FG uses a server-retrieved terrain system, and we have no idea yet how

editable it is. Suffice it to say, this being a civilian sim, it’s going to

be chock-a-block with modern-day airports, and will require a lot of work to

restore the world back to the 1940s. I’m fairly confident the 2D artwork

(basic terrain textures) will be able to be ported from Targetware… but how

do we scuplt the actual terrain? How will roads and rails and coastlines

work? (Would be nice if it’s vector driven and also editable). The bigger

question is, how can we keep our edited terrain separate and still support a

MMOG sim?

Well, having sat with this for a week, and seeing the first Skype session

transcripts, I’m a bit bouyed by this change in direction. Provided Simon is

successful in porting the Spitfire, and its detailed FM to FlightGear… and

provided he can then create a tutorial that shows the rest of us how to do

that; and then, provided Paul comes through with the interface and the combat

elements needed to make this a creditable combat sim… then the future would

be bright.

But, those are some huge IFs…. so I’m going to stay tuned, and try to

remain a bit detached, so as to limit my disappointment if this doesn’t pan

out. I may begin the process of porting Japanese, American and British gauges

over (I can use the existing FG Zero and Kate and Val as guinea pigs to test

them in situ, before axis orientating them for Hakko Ichiu), as this is a big

and necessary undertaking.

I’ve already contacted Mossie about showing me how to do animation using the

X-Plane plugin. Paul has already contributed a debug overlay for testing

aircraft during development. Simon has a Spit on some FG tarmac (albeit, not

animated yet), and thinks it’ll be flying by the end of this weekend.

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