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Chat with CFS2 Program Manager Tucker Hatfield
When: November 29, 6pm PDST
Where: Internet Gaming Zone
On the 29th Combat Flight Simulator 2 was pleased to kick off the first in a series of chat room discussions with Tucker Hatfield, program manager for CFS2.
Prior to his arrival at Microsoft in October 1998, Tucker developed Aces of the Pacific and Aces of the Deep for Dynamix and served as Red Baron 3D director. Since checking in at Redmond he's also worked on Flight Simulator and currently serves as a member of the Fighter Ace team. As he puts it, his job with CFS2 is to find the hill, plant the flag and get everyone to go up the hill.
The conversations were spirited at times as a large number of CFS2 fans lined up to find out how things were done. Following is the transcript of the online chat; Andy was the moderator.
BadJoints> Hi! Most, if not all of the planes in CFS2, have incorrect flap lift, stall speeds, weights and ammo loads. Plus, we cannot select fuel level, ground start or separation distance in multi-player. Will there be a patch and why did you leave all the same cheat methods in?
Tucker@MS> We were very clear, even in our advanced publicity, that this version wasn't really addressing much in the way of multi-player change. We had a lot of things we wanted to do and re-doing multi-player was just too big a task for this time.
BadJoints> Meaning the same cheats in CFS1 work fine in CFS2 (Auto follow, slew and mods passing restriction). Many are unhappy at paying $50 for what they hoped would be a better game only to find it was just a new paint job.
Tucker@MS> We did quite a bit of minor spackle and caulk, but the major overhaul of multi-player is for the next version. As to the stall speeds, ammo loads, etc, I just have to say that there are a lot of different numbers out there in reference material, and we went to a lot of effort to get the most reliable first source info we could.
BadJoints> Okay, thank you.
Tucker@MS> You're welcome. Good questions.
AoA_WindDancer> Hi Tucker and welcome! My question is about the lack of stall buffeting in the CFS2 planes. I have a MS Sidewinder FFB Pro joystick and when my plane stalls I get no shaking of the joystick to warn me. FA 1.5 realistic had that and I hope that CFS2 gets it
Tucker@MS> I'd have to admit that our improvements to force feedback weren't as comprehensive as I would have liked.
AoA_WindDancer> I was hoping that CFS2 would have done what CFS1 didn't. Will you guys look at that and do that next time? It's very important to many of us.
Tucker@MS> I think it's pretty important, too, and it's already in the hopper for next time.
KG200_Hun> Why couldn't you CFS2 designers do some more research before releasing CFS2? The B5N2 as well as the N1K2 have two 7.7 mm Type 97 machineguns over the engine cowling, but not in CFS2. Every resource I have gives same statistics on the aircraft, btw.
Tucker@MS> Ok, first off it isn't productive to start out a question with a slam.
KG200_Hun> ???
Tucker@MS> Second, we did do a tremendous amount of research. Our reference for both the N1K2 and the B5N came from Japanese reference material. I have to admit that Japanese aircraft are not my area of specialization.
KG200_Hun> Mine neither. I know every wire and screw in a Me109, but all of the material I have gives those statistics. The B5N1 had one 7.7-in rear gun; the B5N2 also had two forward 7.7 machine guns.
Tucker@MS> We do have several people who did a lot of work to choose the variants we used. Undoubtedly there are some areas where we made mistakes, and we probably used some sources that aren't widely available, but nothing you find controversial was due to a lack of effort or desire to get it right.
KG200_Hun> Thanks anyway....and go for multi-player options CFS3 Pleeeeeeeeeeeeeeeeeeeeeese ;)
Tucker@MS> I can't talk about that yet, but our plans are, ahem, ambitious.
KG200_Hun> Pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeesee?and thank you!
Tucker@MS> Bye!
BEF_Damage_Inc> My question is multi-player. Is there any way we all can have servers to make the game run smooth ? while fighting multi-player - like in Fighter Ace 2.0? My other question is, can we download new planes ? ....
Tucker@MS> I'm not sure I got what you are asking in the first part. As to the second, there are already quite a few add-on aircraft available on places like CFS2.dogfighter.com and The Hangar.
BEF_Damage_Inc> Roger. What I mean is, will CFS 2 have servers to make it run smooth?
Tucker@MS> CFS2 uses exactly the same method as CFS1, so it will behave exactly the same, both on the Zone or on a LAN. For the next version, we intend to go client/server.
BEF_Damage_Inc> Thanks man.... :O)
Tucker@MS> You're very welcome.
FT_Tomcatt> Is there a patch in the works to address the many bugs in CFS2 multi-player, such as always having full ammo & fuel regardless of settings, always starting out at 800 feet and at 150kts, not being able to type and fly @ the same time?
The Host can't rejoin a game in progress that doesn't have victory requirements. I was really looking forward to this game, even pre-paid it two months in advance but I uninstalled it after all of the bugs I found. What are you doing to fix this?
Tucker@MS> We are still discussing the things we're seeing on message boards and the likes to decide what, if anything, we will do patch-wise.
FT_Tomcatt> Okay. Will those that bought the initial release of CFS2 be entitled to receive the second book that came with later releases? If so, how do we go about getting it?
Tucker@MS> I have no idea what second book you are talking about...??
FT_Tomcatt> CFS2 Inside Moves. I know a lot of other people that bought the game well after me that got it with the game, pre-packaged in the box and not as a wrapped on additive
Tucker@MS> As far as I know, no version came packaged in the box. It may be some marketing deal with an external company. I'll have to check on that.
FT_Tomcatt> Okay, thanks.
FT_Rmagddon> "We were very clear, even in our advanced publicity that this version wasn't really addressing much in the way of multi-player change. " But did you have to degrade the multi-player? Why did you not just make it at least as good as CFS1? What gives?
Tucker@MS> One of the things that happened between CFS1 and CFS2 is that the FS engine was completely rewritten. This gave us some great new features, but it unfortunately had a pretty profound influence on multi-player. The new engine code made doing some of the things we had done before... problematic.
FT_Rmagddon> Okay, well please make a patch to fix the problems.
Tucker@MS> I would like to say that we knew all of the problems and sailed through fixing them, but the results show that it wasn't the case. I can't say for sure that it is even possible to patch the multi-player to the level we'd like. For CFS3 we will have to completely re-write the multi-player from scratch.
FT_Rmagddon> Thank you.
ZTC_Fires> Hello, thanks for being here!! I'm just wondering what games Microsoft is currently developing in the flight field? A new version of Combat Sim? Fighter ace? By the way, great job! I love combat Sim and Fighter Ace 2! How can I get on the Beta Team for future games? Also, are there any cookies in CFS2 you can tell us about? :)
Tucker@MS> Well, I guess I wouldn't be giving any secrets away to say that there is a new version of Flight Simulator well underway, and we've started the basic steps on the next version of CFS.
ZTC_Fires> Easter eggs, not cookies.
Tucker@MS> As for Easter Eggs, ummm, no comment. <G Actually, I know there are at least a couple in there, but the dev guys still are waiting to see if I can find them, so I don't have instructions for you. I'll let you guys know when I find them.
ZTC_Fires> How do we get on Beta Team? :) I would pay to get on the Beta Team.
Tucker@MS> Microsoft has a Beta sign up page, but I don't know the URL off-hand.
+Andy@FltZone> Fires, speak to me afterwards :)
ZTC_Fires> ok thanks :)
_352nd_platinum> First, hi and thanks for your time. My question is, does Microsoft have any plans on releasing an add-on of CFS2-modeled planes revolving around the European Theater (with damage, breakage etc.), ?cause at this point no freelance designers know how to incorporate this. Will there be a program to do this?
Tucker@MS> We will have an upcoming Software Developers Kit. This will be documentation and aids for creating add-ons. We will be providing as much information as we can for freelancers.
_352nd_platinum> Also CFS3? What theater is this going to revolve around? It sounds good; I can't wait to get my hands on it =)
Tucker@MS> Ahhh, I'm not talking about CFS3 yet. We're still discussing what we want to do. We have some work going on the basic code architecture to accommodate some changes we know we'll be making, but details are not yet firm. All I can say is there will still be props.
_352nd_platinum> What about payloads? Will you guys have a tutorial about adding, plus some modeling tips, tips for mission and campaign building? Do you know a rough date?
Tucker@MS> Possibly as soon as the end of this week.'
_352nd_platinum> Cool! Sounds good bud =)
BPC_Student> Thanks and welcome! My question is this: as the book says, a lot of research went into this game (planes) and I'm sorry, I don't see it! The George flies faster then the Corsair. The Corsair is too slow, even as per your own book! "Zeros" could not turn right and had problems with negative Gs. If you patch it we will not be able to use it-as. They will not be stock in the restricted game!
Tucker@MS> I'm sorry you don't see it. The research is there and we did tons of automated testing to verify that the flight curves matched the numeric data.
BPC_GoldenWing> Thanks for your time. Is a patch for CFS2 in the works? For example, do you plan to develop a scenery patch that provides landable carrier(s) available in multi-player, since the Pacific Theatre was primary carrier warfare?
Tucker@MS> No firm plans are in place either way.
BPC_PANP> Does MS plan to put out a patch for air files to make them more realistic to the real flight characteristic of these aircraft? Have you guys figured out that someone dropped the ball on this one? :-(
Tucker@MS> As far as landable cariers in multi-player, I'm going to have to punt that one, because I will have to ask some questions of the terrain guys to know the answer.
The beauty of the CFS architecture is that if you guys think we dropped the ball, you are welcome to cobble up your own files. There is already at least one such on the web, and if you like it better, use it!...
BPC_PANP> Thank you!
Tucker@MS> You're welcome. We created the air files to match the data we had found. If you disagree with our numbers, go For It!!! That's the cool thing about open architecture
FT_Taran> On issues such as multi-player, you refer to next version. Is MS willing to make a patch for the inadequacies of CFS2 MP? Do you know the disappointment when you mentioned a next version?
Tucker@MS> I think I answered this earlier. I'd like to avoid further questions about patches. My answer to all such questions is that I don't yet have an answer.
FT_Taran> What are the system requirements for CFS2? Those on the box seem underestimated?
Tucker@MS> I think that if you use the detail settings that the game chooses when you install, you can get a very playable game on the box's system requirements. Personally, at work I play on a PII400 with a TNT (one not two) and I get frame rates in the mid to high 20s.
FT_Taran> RAM?
Tucker@MS> It will run acceptably in 32 Mb of RAM, but I'd _highly_ recommend at least 64. You can turn on a lot more detail on any machine with more memory.
FT_Taran> I'd strongly disagree with you - with 128 on mine - but thanks for your time!
_NS_Scott> Thank You for your time! My question is: how come a game like CFS2 is not getting as much praise, but FS2000 is getting a ton of praise with people saying it's the best FS game out there? And also, how many people and how much money did it take to do this project?
Tucker@MS> I think CFS is getting a fair amount of praise, but we are still pretty new to the market, so it isn't making quite as much as a splash yet.
_NS_Scott> I have FS2000 Pro and I am very pleased with it. These people seem to be not pleased.
Tucker@MS> I wish I could discuss the team size and money, but we aren't really supposed to discuss those matters, and Big Brother may be watching.
_NS_Scott> Okay, I'm sorry =)
+Andy@FltZone> Thanks for the question Scott! :)
_NS_Scott> Thank you!.....keep up the good work!
Tucker@MS> Well, we may just have to evangelize a bit more with the FS crowd.
_4th_Horse> Thanks. Hi Tucker. Could you state, from the designer's perspective, whether or not the game was supposed to allow fuel dumping (setting the fuel at less than 100%). This has become an issue of contention. I'd like your take on it.
Tucker@MS> On multi-player?
_4th_Horse> Roger
Tucker@MS> By design, if you set fuel to "unlimited" and set a fuel level, you should get unlimited fuel but the weight and performance of the lower level. The host sets the "unlimited" portion, but you can still monkey with fuel levels.
_4th_Horse> So you're saying that the fuel setting works in MP if its set to unlimited? No one has been able to make it work without add-ons and purists consider that "modification."
Tucker@MS> Hmmm. I'll have to look into that.
_4th_Horse> Can you tell me if you intended that the players would be allowed to set fuel levels in multi-player?
Tucker@MS> That was the intention.
_4th_Horse> Thanks Tucker. Please take note fellow pilots.
VF2_rsm86> Hello, how are you doing? It is an honor to meet you, Mr. Hatfield. Congratulations on a great product, CFS2 definitely rocks. I wanted to know if you guys could make an "extra-secure" "cheater verifier" program for multi-player in cfs2? I've seen some of ?em, but cheaters can get their mods in the game anyways. At least that was the way it was in CFS1. And, how can I know if someone is auto-following? I've never seen one myself. I'm lucky :)
Tucker@MS> You know, this is one of the big problems with peer-to-peer multi-player. Controlling cheating is very difficult. We actually put a lot more data verification in CFS2, but people get by it anyway. That's one of the reasons to rebuild from scratch.
VF2_rsm86> Oh, can I suggest something for CFS3? Can you make it in an era with jets? I would like something involving current carrier defenders like F-14, F/A-18. etc. Is there a possibility of doing that in CFS3?
One last question! Can we zone pilots set squad matches against the CFS2 team? Hee-hee ;-) Sorry for throwing all the questions, just want them posted quickly so the other guys don't have to wait much.
Tucker@MS> The next one is still going to be prop aircraft. As to playing the CFS team, that could happen. A lot of us have been playing Fighter Ace lately, too. You might stop by Friday afternoons and look for us.
VF2_rsm86> Thank you very much, that was all, thank you for being here! I hope you come around soon! Pleasure talking to you. Bye all!
Tucker@MS> Thanks!!!
+Andy@FltZone> Mad dog, welcome *please note - this is the last question tonight*
HoT_MadDog_CO> Hello, Tucker. I know that this is a major program and you worked very hard, but how could so many basic things be overlooked. Incompatibility with other countries, inaccurate ground levels, non- working adjustments, tender G's??? I must agree with Taran. It was a great disappointment to hear of CFS3 with so much wrong with this one and it is still new.
Tucker@MS> Okay, you slipped a hard one in on me at the last. What I'd have to say is that, first off, life goes on and there would be plans for CFS3 regardless.
HoT_MadDog_CO> No ill feelings, just the truth, but these are major problems.
Tucker@MS> I would also argue that while CFS2 is not perfect, it is a solid, reliable program with very few toxic problems that are a complete impediment to playing the game. I would also point out that some of the problems are already being corrected by the user community, and that we will also be clearing up some other issues with onine articles, because there are some add-on issues that can be corrected by user settings.
HoT_MadDog_CO> But with planes flying below the ground at low levels? It's not right. Would you be willing to read a comprehensive post on the subject?
Tucker@MS> I am always open to read _anything_ that is sent my way, and I _do_ read the postings on places like Combatsim.com.
Before you go we want to have a drawing...
+Andy@FltZone> Congratulations to CFS2_Canelo, SL_Lowsmoke and motoadve you have won a free month subscription to Fighter Ace! Honk* *honk*
That's all we got time for folks :-( Tucker, you were great! - you answered some tough questions out there today. Many thanks for coming and giving up your time to join us today :)
Tucker@MS> Thank you all for coming. It's great to have a chance to talk with you all.
+Andy@FltZone> Everyone, thanks for coming and see you at the next CFS2 Dev chat on the Zone!
+Rapid@FA> TY Tucker!
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