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Eurofighter Typhoon


cabtech
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Hey guys,

I was looking for info on the dynamic campaign after reading a preview for Eurofighter Typhoon here in the archived articles and found a post from Starg who an ex dev, on the steam forums.

http://steamcommunity.com/app/283350/discussions/0/558754899440360527/

Hi, I was lead designer on this game.

http://www.coldbeamgames.com/blog/games-ive-worked-on-part-1-game-history

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Steve Hunt worked on EF2000, TAW and Typhoon and used to frequent the furums after Typhoon was released. I seem to remember him wanting to open up Typhoon to some extent in a patch, but wasn't allowed to.

Typhoon had some promising features, but I personally didn't like the 6 pilot system or being forced to follow the script.

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Yes, different engine. Much XML. There was a thread on SimHQ but it's gone; I'll have to search my archives some time …

The differences are no surprise, as the no-depth-buffer-painters-algorithm-dynamic-branched-binary-tree stuff from TFX, EF2000, TAW etc. is nowhere near efficient for 2000's graphics hardware and required loads of dedicated infrastructure to maintain.

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Yes, I think Typhoon used a derivative of the 3Dream graphics engine that debuted with wargasm:

http://www.mobygames.com/game-group/3d-engine-3dream

The campaign starts off at the same point each time, but your actions determine how how it proceeds, so in that way it's dynamic. There are fixed events injected into the campaign though....so the end result doesn't feel particularly dynamic.

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He (Starg) seems to be fairly active in the steam Typhoon forum.

Is Starg then Steve Hunt or somebody else?

btw

I was laughing as I read the "Preview article" from here from May 2001....

http://www.combatsim.com/memb123/htm/2001/04/typhoon1/

Andy Bush, the retired fighter pilot and beta tester for EF Typhoon, recently commented on the FM that,

"Typhoon’s flight model is better than either EF2000 or TAW and the aerodynamic influence of weight is modeled. A configuration with external tanks and stores shows a dramatic reduction in top speed, ceiling and turn rate, just as one might expect.

Like Total Air War, EF Typhoon will feature a fully dynamic campaign. In fact the campaign runs in real time and like Falcon 4.0 and Razorwork's Enemy Engaged: Comanche vs. Hokum continues to run whether you fly or not. Like Jane's USAF, you can hot swap between pilots, with the AI taking over for the aircraft you left.

"Typhoon has a dynamic air war and ground war, a resource model, and a tactical and strategic system. Layered on top of all this is a story line in a scripted event system. When events are triggered they inject new units into the dynamic system. Once these units have been passed to the campaign system the AI decides how best to use them. The important thing here is that even though events are triggered the outcome of those events is dynamic." —Don Whiteford of Rage Software

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Yes, Steve Hunt is Starg.

Actually, I don't think that preview is that far off. While I personally wasn't a fan of the game, it was a noble effort.

TAW drew a lot of criticism for the sheer amount of enemy aircraft, but at least they were easy to shoot down. Typhoon seemed to overcompensate by having fewer enemy aircraft, but making them impervious to missiles for presumably gameplay balance.

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