Csim: What aircraft are being modelled for TAS? Are there others you would like to add?
Paul: If you can name a plane it will eventually make it into the game. So far, I have Hampton, Halifax, Fairey Battle, Gloster Gladiator, Spit I, Spit II, Hurricane II, Mosquito, Lancaster, Buffalo, Hawk, P-40, C-47, ME109E3, ME109E4, FW-A3, JU-52, JU-87, JU-88, ME-110, HE-111, Do-17, and even the Dewoitine.
Csim: How detailed are the flight models for TAS? I understand there may even have been new information available in developing the models?
Paul: Not the models specifically, the new innovations are in how I did the positional calculations, and how I tested my data. The positional calc's involve the game engine itself, which I won't go into. If, after the game is released, someone has a doubt as to the accuracy of the flight model, I welcome them to fly any like type and prove the dispute. I know that no other sim is using the same approach. Close perhaps, but no cigar.
Csim: Will there be resource management in the BoB?
Paul: The BoB is a dead release. The final flight sim will start on day one of the war and move on from there. This sim will include all of the world (now), but the Asian conflict will be developed later. Is there resource management? You bet! As research bears out my figures, we will have a very realistic environment in which to engage in conflict. I can't wait to see what curves users will throw at us, or how accurately history is borne out.
I have removed the B-29 in Europe, and done away with the A-bomb. It may return someday, but for now it's gone.
Csim: What happens when a player is "killed?"
Paul: Unless, a user bails from his plane before dying (in a virtual sense of course), he will stay with his plane all the way down. If it is trimmed for straight-and-level, well he's free issue a "killme." There is a short period in which the "dead" pilot cannot relaunch, he won't be able to relaunch close to the fight he died in, and he will first get to review his killers' stats.
Csim: Can you tell us about the general layout of the campaign, structure of the squadrons, etc.
Paul: The German forces have got the Allies outnumbered 3:1, or worse. From day one the German forces are free to move as theywill, so asset acquisition could change all that.
I have the squadrons set up as reconfigurable by users. I won't be allowing more then 24 members to a squad, though. Each base will have a limit of 32 sorties per hour.
Csim: Will TAS have an off line single player component?
Paul: Absolutely essential.
Csim: How much control will a wing leader have of his flight in single player mode? Will there be radio comms?
Paul: There are a total of 64 issuable commands for drones, or live humans. You can use default commands, or record audible commands/responses of your own. Yes, radio comms can be "live", or macro driven.
Csim: I recall a rumor about voice comms in multiplayer. Is this in place?
Paul: Yes, voice comms have been in the game from the beginning.
Csim: How will views be modelled? Will there be a virtual cockpit?
Paul: You can select the standard keypad views, use smooth scrolling (by coolie hat), or select a target and track via virtual view. You can never exceed a normal pilots view range, though.
Csim: I understand that radar will be modelled as the campaign progresses historically. How will this affect game play?
Paul: This is really a tool to help find a fight, more then a tool of war. I implemented radar as it was used historically, including the jamming tactics available to both sides.
Csim: How will "the fog of war" come into play in TAS? Will recon patrols affect mission planning?
Paul: Recon missions are essential to good planning. This is a very important part of the game, and the boys at "PR" will probably be considered among the elite. Those that can do it well that is (ie survive).
Csim: What specific hardware will be supported? Will there be support for force feedback? The Forte VFX1? Surround sound?
Paul: So far FFX, and Surround Sound. I amusing them a little differently than I have seen them used before.
Csim: What is the coolest feature in TAS?
Paul: I like the accuracy of the visual effects encountered in flight. 3D cards really help to enhance this effect. The effects of G forces on pilots comes across well, as does the visual enhancement of altitude (something EVERY other sim has missed). The completeness of cockpit details adds to it all too. Users will probably like the ability to edit the ENTIRE skin of their plane, but I hope they stick to insignia and squadron markings only. I would hate to lock out undesireable mods.
Csim: What sims do you play regularly yourself, and why?
Paul: Quake. Okay, maybe it's not a sim by your regular definition, but there isn't a better "rush" out there. I have an entire Gig dedicated to Quake.
I have been playing Fighter Duel for over a year now. It is, hands down, the best replication of flight going. Unfortunately, it doesn't have as large a following as I would like. All of my friends are over on WB, which I contend teaches bad habits. WB does have a significant following and is a wise choice for learning (after mastering AW), but...
Csim: Thanks Paul, and best of luck with TAS!