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AIRBASE
OPERATIONS
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| One
of the aims of Lead Pursuit is to deliver a fully realistic
working environment of airbase operations, and Falcon 4.0:Allied
Force moves us much closer to that goal. The controllers in
the tower have a huge responsibility to safely schedule the
arrivals and departures of expensive aircraft vital to the war
effort. |
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| As
in real world airspace, the airports and carriers are the busiest
areas for aircraft and with the exception of the Forward Line of
Troops (FLOT), they are the areas of highest risk to individuals
and hardware. A single pilot error or wrecked aircraft on the
runway can render the airbase closed for hours. So intelligent
management of flights in and out of the base – and around it too
-- is essential. In these development notes, Mike Laskey walks us
through airbase operations. |
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| With
AI routines, players tend to notice very quickly when things
aren’t working quite right.
The aim of our ATC focal area was to deliver subtle AI that
you don’t notice. We’ll
begin with some of the primary improvements:
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Advanced ATC awareness of the approach and departure
queues. The
controllers in the tower are ever watchful, and have a good
understanding about aircraft separation.
For example, if a large transport aircraft is waiting on
the taxiway ready to depart with an F-16 on final approach, ATC
assesses carefully the position of the F-16 before giving the
transport aircraft clearance onto the runway. The transport will be held in the “hold short” position
until the F-16 touches down.
At that point, ATC will clear the transport onto the runway.
ATC will grant takeoff clearance once the conditions are
safe for the transport aircraft to depart. |
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In some circumstances where ATC determines a
backlog of aircraft to depart, additional time buffers are
introduced between each arriving aircraft to allow the departure
backlog to clear. Airbase operations can be extremely busy –
it’s a difficult balancing act for the busy virtual controllers
living inside the battlefield!
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One
important area of the ATC is supporting pilots as they limp back to
base with wounded birds. We
wanted to give pilots every good chance of making it back to base,
whether they choose to divert to a closer airfield or struggle back
home. In our product,
we are excited to allow players and AI aircraft to participate in
airbase stacking. More on this later.
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Calling
an emergency dramatically increases the workload of the ATC
controllers and adds additional risk to other aircraft as they are
expected to remain airborne for longer.
Therefore, ATC does not approve of “hoax” emergency
landings or landings without permission. All pilots are expected to operate within the rules and
penalties are dealt out to pilots who do not comply. |
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Airbases
in Falcon
4.0:Allied Force can
at times be tremendously busy. The “TowerCam” puts you right
into the controller’s seat and allows you to watch and zoom in
on any of the aircraft around the airbase.
It’s fun to buzz the tower with the low altitude fly-by,
replicating a great scene from a classic air combat movie. |
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Falcon
4.0:Allied Force
supports two-ship formation take-offs for player and AI
controlled aircraft. Only
fighters can utilise this privilege and only when carrying
air-to-air ordnance. |
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We’ve
added a new controller’s voice to provide full support for the
Balkans theater of operations and a bunch of new radio calls.
For example, ATC will now assign departure headings and
warn you about traffic conflicts.
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STACKING
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| As
we’ve already mentioned, one important feature is "stacking".
This is an assigned area close to the airfield where aircraft are
held in an "airborne queueing" arrangement, while ATC
deals with an emergency. The act of a pilot calling an emergency
landing is enough for ATC to divert other aircraft that are
already in the pattern, into the stack instead. |
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| Typically
those that are on final approach and not too far from landing are
permitted to continue their approach. But where other aircraft
already in the pattern and those attempting to join the pattern
are considered a conflict, then one or more aircraft will be
diverted into the stack. Whenever ATC is stacking aircraft, ATC
will give a new heading and a new altitude above the standard
landing pattern. This considerably adds to the immersion factor,
making the player feel even more that they are part of a living
battlefield environment. |
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| Once
you reach the stack, ATC will order you to orbit and will confirm
your assigned altitude. Each aircraft in the stack is separated
vertically by 1,000 feet and stacking operates on a first-in
first-out basis. Those arriving later are placed on the top of the
stack. Once the emergency is over (hopefully the aircraft in
trouble landed safely!), ATC will empty the stack from the bottom. |
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One
by one, ATC will call the aircraft at the bottom onto the base leg
to start its approach, and as that aircraft leaves the stack, ATC
will order each pilot remaining to reduce altitude by 1,000 feet.
Note that until the stack is completely empty, any new aircraft
attempting to join the pattern will continue to be added to the
stack. |
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| On
a playability note, during stacking, it's vital for the safety of
fellow pilots to maintain the altitude they have been assigned to
by ATC, to avoid collisions. Should the pilot find himself
stacking and short of fuel, he or she must make the problem heard
and call an emergency. This is about the only other situation
where calling an emergency is legitimate though. |
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LANDING
HELP
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After
leaving the stack, the pilot will be given bearings and directions
to land. Of course, successfully landing is critical, but it is far
from the easiest of experiences. That’s why we’ve developed a
“landing tutor” to help ease to process of bringing the bird
home safely.
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A
series of rectangular indicators showing the path to the active
runway are drawn in the sky. This pathway consists of four
distinct sections: the base leg, the turn to finals, the 3°
descent onto the runway and the flare. As the distance decreases
between the indicators and the runway, the rectangles become
smaller and smaller to emphasise the increased importance of
accurately following the glidepath. |
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The landing help system also teaches
speed control which trains the player to land in a timely fashion
without flying too quickly nor too slowly. This is conveyed
visually by gradually changing the colour of the pathway
indicators. At the correct speed, the pathway indicators will be
coloured black. As the aircraft slows to below the expected speed,
the indicators will begin to turn blue to let the player know that
the speed should be increased slightly.
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| If the pilot fails to respond
appropriately, the indicators will turn more blue. It is likely in
this case that the pilot will either fall short of the runway, or
risk interrupting traffic that might be landing behind him.
Conversely, if the aircraft velocity is too fast, the indicators
will gradually turn to red, and the pilot is likely to overshoot
the runway or interrupt aircraft scheduled to land ahead of him.
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During final approach, the player
should aim to fly directly through the centre of the indicators with
the flightpath marker positioned at the base of the runway. Within
two hundred feet of the runway, an on-screen text description
prompts the pilot to commence the flare. At this point, the pathway
indicators no longer represent a 3 degree descent but instead level
out more to help visualise this concept. At the start of this phase,
the indicators are likely to change to red to inform the player to
reduce the speed of the aircraft. The pilot should reduce throttle
and pull back on the stick to flare the aircraft smoothly onto the
runway.
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| After touchdown, an assessment of the
landing is displayed to the pilot. To enable/disable this feature,
press ALT-H. The aircraft must be
flying in order to turn the landing help on, and it is
automatically disabled once the aircraft comes to a stop.
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web site and its contents ©2005 Lead Pursuit. All rights
reserved. |
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