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Saturday, July 15, 2006 02:06 AM
Flanker
2.0 Next Year In Jerusalem!
Kick the tires and Light that Bad Boy up…Flanker takes off…!!!

Let me say that this sim is without a
doubt one of the most beautiful and incredible graphic experiences you can
have with a Military Flight Simulator on a Home PC. All objections about bad
graphics in the earlier series have been absolutely banished, especially if
you have a TNT2/Matrox G400 or better, or if you have a 3dfx and you fix the
graphics yourself. (waiting for SSI might be a long wait as I don't think
they get it) Flying thru the clouds in this sim is an amazing experience
that brings back memories of doing it in a real aircraft, it’s that good.
If there is another sim around that looks better I haven’t seen it. The
cities are amazing with extremely fine levels of detail that promise to give
a workout to any Chip out now. Consider that Landmarks are exactly where
they are in Real Life tm, hell they even have Beach Umbrellas on the
shorelines in places...stunning graphics. Also consider that it will
still be a mesmerizing graphical experience 2 years from now when you have a
puter that can finally run it full details with 60 to 80 active objects.
This sim’s graphics are not gonna be obsolete anytime soon which bodes
well for the rest of the series that are following on next year.
The flip side of this is don't expect your 32mb P-2 300
to make much of a dent in the demands of this sim. And make damn sure you
have a strong video card. If I were buying a video card for Flanker right
now I would be buying the GeForce DDR not because Flanker supports T & L
(I don't think it does) but because that's currently the fastest card and
best looking. Flanker 2.0 puts a heavy demand on your computer and you
need lots of RAM, 128minimum, 256 better, more even better...<VBG> I
understand that the addition of RAM cures a nasty bug that causes the sim to
pause and chug when entering any mission....its a bug that's mentioned in
the readme so its been around for awhile. I found the bug to happen each
time I entered a mission, not only when I entered the first mission, I have
128mb. Course its probably because I have been flying lots of low level 1vs4
fights. The really weird thing is the bug happens even when I have the
details turned down to the lowest settings.
A worrisome problem is the drop in Frames a second when
a normal mission is put together with the kinds of numbers you might expect
to be participating in
a war. In Flanker 1.5 I used to run a mission where I would fly into 80+
planes dog-fighting with ships and SAMS. Basically a large shitstorm....so
crowded that Mid Air's were a distinct possibility, it ran well that's how
amazing the 1.xx series was. Now I'm not saying that 80 planes is required
but I would bet that Flanker 2 would need something along the lines of a
1ghz 530mb-RAM puter to have good frame rates. This is one area where I will
compare Falcon 4 to Flanker. I believe that if a mission were set up to have
as many objects in it as my Falcon Benchmark mission (I have almost 100
active moving tanks, planes and helicopter objects in the benchmark mission) that
you would see that the demands of loading up unique land textures, object
textures and all those lovely polys for the hills would make Flanker much
slower. Frame rates in Falcon commonly in TE go above 50 frames a second,
the highest I have seen in Flanker inside the cockpit is 30 and that was
exceptional with no one else up. I believe after looking at the models and
land at the lowest detail settings with no textures that the problem is that
both the ground and models even at low detail settings have an enormous
amount of polygons. See how the hills are so nice and round...that's done
with lots of polys that means you need a ton of fill rate provided by both
extremely strong video cards (Can you say 3dfx Napalm with over 1billion
pixels per second thru-put oh me) and CPU's with an overwhelmingly powerful
Floating Point Power...can you say AMD Athlon. The unfortunate part is I
would love an option to have lower poly count models so that I could run
higher amounts of active objects (planes, trains and automobiles you know
stuff to shoot at) in a mission. Because currently as the below chart shows
frame rate depends primarily on the amounts of objects in a mission. Even at
the absolute lowest detail settings the frame rate was never very high even
with only myself up...which is probably on account of the high poly count in
the landmass.
Now its important to understand that Flanker has
dramatically upped the ante in details on the ground. Flanker 1.5 was fairly
detailed but Flanker 2 is
absolutely incredible and if you have the puter to run it I recommend
going immediately to free flight over Sevastopol at the highest graphics
settings, if that doesn't blow your mind, flying low over the city missing
the unique buildings by flying knife edge, then you haven't been paying
attention. Understand as well that my comments about the frame rate are not
really critical, I fully realize that this engine will give them room to
grow, I just wish we had a better option to adjust our frame rates. But hey
sure is nice flying over round hills and absolutely detailed scenery...hehe.
After all AMD has announced that the 1ghz processor is gonna be released in
January...and no you cannot have my spot in line for that bad boy.
In the table
below I have included some frame rates.
| These frame rate numbers were generated
on a 458 Celeron 128mb Dual V2 with a 550 Permanent Swapfile,
running the sim at 1024 in 16 bit. I made up several missions that
gradually increased the number of objects until it started getting
unplayable. I measured both highest detail setting and lowest detail
setting as well I measured highest terrain setting with both
textures on and off. As you will see those settings dont seem to do
a whole bunch....weird. I would wait until the sim started to settle
down by counting to 10 and taking down the number. The margin for
error is around 1.5 frames a second. (as a side note its completely
possible to make a screenshot of an accurate frame rate number, it
was stated earlier that screenshots of frame rate numbers were
inaccurate due to the sim choking and the frame rate numbers
dropping. This was used as a reason for the slow frame rate numbers
in earlier screenshots...this is inaccurate. The screenshot will
capture the accurate number THEN the sim does its pausing as the
file is written to memory). As to my method of getting frame rate
numbers. I don't kiss and tell. |
| |
Single object ME |
13 Active Objects |
27 active objects |
43 active objects |
| Max Details Max Terrain 1024 |
27frames |
17 frames |
12 frames |
9 frames |
| No Textures |
|
|
|
9 frames |
| No Textures Lowest Terrain Detail |
|
|
|
10 frames |
| Textures Lowest Terrain Details. Over Sevastopol |
|
|
|
11 frames |
| Here is the mission
I used to benchmark the sim...tho you are on your own getting
the framerate numbers...<VBG> This is saved with the last
setup I used which is Textures Lowest Terrain Details. Over
Sevastopol. |
My how familiar it all
seems<VBG> Most
of the effort seems to have gone into the graphics because the rest of the
sim is a slightly tweaked, judging from the bug reports tweaked the wrong
way oopsy, version of 1.5. It’s pretty funny to consider how upset
that makes some people (mostly cheerleaders and developers), I guess because
some (mostly cheerleaders and developers) are trying to say that this sim is
all new. Well sorry gang its not. The good part is that means that all the
stuff that made Flanker 1.5 great are still there; well ok the gunzo AI was
broken in the transition to 2.0, and yes I saw a report from Rich Sorochak
from Ironhand
Tutorial saying that the SAMS were broken as well bummer. To see what I
mean go 1vs4 Su-27 Excellent guns and instead of going after the one who
breaks go after the three that don’t…aren’t they smart flying
formation while you shoot them down. (Here is some trks zipped up showing an
example of the gunzo misbehavior, PAPADOCvsTheWorld_hehe.zip)
This behavior extends to missile fights where instead of working as a team
only one attacks and is a bug/feature brought over from 1.5. Though in 1.5
the gunzo AI was much better. In 2.0 I have been shot down maybe 4 times in
over 100 fights against 4 excellent Su-27’s and even 8 of the AI
challenged pilots did not put a shell into me. And I'm a rusty
bastard…<VBG> and humble too.
For
the SAMS we have taken a huge step backwards. Now instead of launching after
considering many different factors in regards to their target they launch as
if on a tripwire. And the Tracking Radars will not lose lock on you thru
mountains or molehills....very bad. Let me say that again, very bad...that
was one of the items that made 1.5 such a wonderful sim, you could create
LOS problems for the SAM site to defeat it. Well bud the search radar you
can defeat but once the missiles launch the Tracking Radar can not be
defeated by ducking behind a hill. And to top off this wonderful
development, SAM missiles seem to have unlimited potential for tracking you
down. Evade one and it just might without the engine being on climb up to
45,000 feet and come back down to clobber you for being so clever the first
time. Grab this TRK (Patriot_test.trk) to
see that problem in action, sent to me by Rich Sorochak the author of the Ironhand
Tutorial. And that's not the end of the cleverness they also are
completely able to execute 180's and other really neat tricks. Sort of takes
the fun right out of the day doesn't it....? In Falcon 4 I forgave the
ability of the SAM systems to track you thru mountains because after all it
was attempting to create an entire war with comms, extensive wingman
controls and such. Flanker attempts nothing even remotely as similar and
managed to break something that wasn't broken in the last version. Very bad.
But
other terrific features that still haven’t been done as well in other sims
made it over. Stuff like the recorder that records not only single player
but online fights as well, you know how cool it is to be able to record
someone's humiliation. Or the amazing visual details of the different
weapons systems, and that terrific flight model that used to be such a
singular achievement.
The AWACS view is so very cool....nice to be able to watch the entire
theatre.
Two new and
welcome features (I don't count the campaign, cause its not trying hard
enough to count) are the Instant Action Module and the Training module. Of
the two the Training module is the more valuable as it is well done and
should be of tremendous value to Rookie Targe....oops pilots. <VBG>
The Training module has sections divided into the general categories a
rookie targ...oops pilot might want to know about. Such as how to avoid the
slings and arrows of Pink Planes behind...nah not really. But it does have
sections dealing with takeoff, landing, both again on the carrier, finding
ground targets with radar, firing missile A2G, A2A and each of these
categories displays a subcategory if availible when clicked on. Also the
user himself can add training missions to the training module. All in all
the training module was extremely well done. Besides the graphics its the
only item in the sim that feels fresh and actually new. While the Instant
Action module is nice its really just a mission launcher.
Next
Page Carrier Ops...oooh boy ooh boy...hehe.
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