Buckshot
06-20-2004, 19:03
FAQ
Q: What aircraft will be in Fighter Ops and to what level will they be modelled?
A: A-10 Thunderbolt II, F-15C Eagle, F-15E Eagle, F-16C Fighting Falcon & F-16D Fighting Falcon. These aircraft will be fully modelled to include complete low and high resolution fully functioning 2D & 3D cockpits with symbology inherent to each platform. They will also have their own high fidelity flight models, flight characteristics, high resolutions skins and functioning front seat / back seat operation for the D & E model aircraft.
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Q: Is this another Falcon, or based on Falcon code?
A: No, this is a new development. All code used has been/will be developed or purchased us specifically for this project including the X-Plane engine which is being used as the code base for Fighter Ops. The lessons learned from years of work on the falcon code will enable us the opportunity to design a new simulator free of all the limitations inherent in the 6 year old falcon code.
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Q: When will we get a dynamic campaign?
A: We feel a fully functional dynamic campaign as good as or better than what Falcon has is essential and this is very high on our priority list and would be included soon after the first commercial release.
---
Q: What code base will you be using?
A: We have purchased the X-Plane code base. X-Plane is an excellent civilian simulator and the only PC based simulation software to gain FAA approval for use as a training tool. We are able to take this code base and use it to make the next generation combat simulation. Certain parts of X-Plane do not transfer well to fast-jet applications, eg the flight model code, and therefore we are replacing those areas with our own work to ensure that Fighter Ops is as realistic as it can possibly be.
---
Q: Are we going to be able to put in third party created items like cockpits, terrain, etc.?
A: Community add-ons will be completed via the SDK tool kit and the required parameters to ensure that each add-on will be fully compatible with the simulation. Third party add-ons will also be distributed via XSI through on going patches, modifications, upgrades, new versions and enhancements. Add-ons that are not distributed through XSI will not be guaranteed to be compatible with the simulation, and will not be included in future builds of the product.
---
Q: Why are you guys starting a new commercial project rather than joining one of the open source projects?
A: Without taking anything away from the projects that are out there, it was our opinion that they were moving along very slowly. We are of the opinion that a totally voluntary contribution model generally leads to everyone wanting to do the more popular tasks, with the harder/less popular tasks being left. Things like purchasing the X-Plane code are just not possible for open-source groups, and this alone puts us at least 2-3 years ahead of where we would be if we were starting from scratch, we have also been able to get co-operation from other companies and individuals who would not have contributed to an open-source development, simply because they cannot afford to give their time/work away for free. We felt that a model where contributors were able to be rewarded for their time and effort would result in us being able to have a working sim to enjoy in a much shorter lead time, and guarantee more stability and longevity to the project. Having said all that, we totally respect the efforts of the guys using the open-source models and wish them the absolute best in their efforts.
---
Q: Will there be more information soon about Fighter Ops and the other Modules?
A: Absolutely, please check back often as we will be constantly adding things to this FAQ
---
Q: Can I be on the Beta Test Team?
A: Currently our beta team is full. Our Beta Team Coordinator, Dirk “Pacman” Verbist will post a recruitment announcement when more are required. Please wait for this to happen before you email him.
---
Q: If I am interested in becoming a Team Member “Contributor”, who do I contact about my skills and how do I find out more about this revenue profit sharing thing?
A: Please contact Tejay Beauparlant at stang@fighterops.com for more information. Please include your full name, call-sign, address, contact information, skills and talents that you feel would make you a benefit to the Team.
---
Modern Hardcore High Fidelity Combat Flight Simulation has a bright future…be a part of it.
Thank You from the Fighter Ops Team
Q: What aircraft will be in Fighter Ops and to what level will they be modelled?
A: A-10 Thunderbolt II, F-15C Eagle, F-15E Eagle, F-16C Fighting Falcon & F-16D Fighting Falcon. These aircraft will be fully modelled to include complete low and high resolution fully functioning 2D & 3D cockpits with symbology inherent to each platform. They will also have their own high fidelity flight models, flight characteristics, high resolutions skins and functioning front seat / back seat operation for the D & E model aircraft.
---
Q: Is this another Falcon, or based on Falcon code?
A: No, this is a new development. All code used has been/will be developed or purchased us specifically for this project including the X-Plane engine which is being used as the code base for Fighter Ops. The lessons learned from years of work on the falcon code will enable us the opportunity to design a new simulator free of all the limitations inherent in the 6 year old falcon code.
---
Q: When will we get a dynamic campaign?
A: We feel a fully functional dynamic campaign as good as or better than what Falcon has is essential and this is very high on our priority list and would be included soon after the first commercial release.
---
Q: What code base will you be using?
A: We have purchased the X-Plane code base. X-Plane is an excellent civilian simulator and the only PC based simulation software to gain FAA approval for use as a training tool. We are able to take this code base and use it to make the next generation combat simulation. Certain parts of X-Plane do not transfer well to fast-jet applications, eg the flight model code, and therefore we are replacing those areas with our own work to ensure that Fighter Ops is as realistic as it can possibly be.
---
Q: Are we going to be able to put in third party created items like cockpits, terrain, etc.?
A: Community add-ons will be completed via the SDK tool kit and the required parameters to ensure that each add-on will be fully compatible with the simulation. Third party add-ons will also be distributed via XSI through on going patches, modifications, upgrades, new versions and enhancements. Add-ons that are not distributed through XSI will not be guaranteed to be compatible with the simulation, and will not be included in future builds of the product.
---
Q: Why are you guys starting a new commercial project rather than joining one of the open source projects?
A: Without taking anything away from the projects that are out there, it was our opinion that they were moving along very slowly. We are of the opinion that a totally voluntary contribution model generally leads to everyone wanting to do the more popular tasks, with the harder/less popular tasks being left. Things like purchasing the X-Plane code are just not possible for open-source groups, and this alone puts us at least 2-3 years ahead of where we would be if we were starting from scratch, we have also been able to get co-operation from other companies and individuals who would not have contributed to an open-source development, simply because they cannot afford to give their time/work away for free. We felt that a model where contributors were able to be rewarded for their time and effort would result in us being able to have a working sim to enjoy in a much shorter lead time, and guarantee more stability and longevity to the project. Having said all that, we totally respect the efforts of the guys using the open-source models and wish them the absolute best in their efforts.
---
Q: Will there be more information soon about Fighter Ops and the other Modules?
A: Absolutely, please check back often as we will be constantly adding things to this FAQ
---
Q: Can I be on the Beta Test Team?
A: Currently our beta team is full. Our Beta Team Coordinator, Dirk “Pacman” Verbist will post a recruitment announcement when more are required. Please wait for this to happen before you email him.
---
Q: If I am interested in becoming a Team Member “Contributor”, who do I contact about my skills and how do I find out more about this revenue profit sharing thing?
A: Please contact Tejay Beauparlant at stang@fighterops.com for more information. Please include your full name, call-sign, address, contact information, skills and talents that you feel would make you a benefit to the Team.
---
Modern Hardcore High Fidelity Combat Flight Simulation has a bright future…be a part of it.
Thank You from the Fighter Ops Team