Frequently
Asked Questions about Jet Thunder:
:: New questions submitted:
Lots of flyable planes in the argentinean side and only Harriers for the british side, is it possible to include the Avro Vulcan as a flyable to make things a bit more even
for us british players??
This is a solid request that we're pondering about - the player-flyable Vulcan bomber possibly will be featured, if not in the JT release, in a future expansion, to prevent any mission creep in our already delayed development. Black Buck raids as well as what-if scenarios (such as attacks on the mainland) will be part of this feature.
Why I don't see mention of a clickable cockpit? It's the most important feature for a jet combat flight sim, how come you guys forgot or neglected it??
We're aware that a large part of the jet flight sim community is extremely used with clickable cockpits, and more recently, 3D clickable cockpits are becoming practical. It was not originally in our plans, but a 3D clickable cockpit may be a positive side effect of a certain software product we may be developing for a third party, so it will probably be used Jet Thunder as well.
:: Basic
questions:
What is this?
With
the working title "Jet Thunder: Falkands/Malvinas" (JT:FM),
it is an in-depth flight simulation featuring an historically accurate,
although dynamic, Falklands/Malvinas war scenario. The project started
in late 2002 as a simple simulation of just the Harrier, and first we
thought of having only the islands as scenary, as terrain making would
be easier with only the isles represented, intended for simple self-publishing
in a shareware style... But the positive feedback was so strong and
unexpect, and the project quickly has grown to a organized, professional
effort with a programming team, art / 3D modelling team, and extensive
research work, with full order of battle, historical accuracy, argentine
and british flyable aircraft and detailed cockpits/avionics.
Why a Falklands/Malvinas
1982 scenario?
Because it was never
fully developed as a wargame scenario, and the extensive use of air
power in naval operations makes it an ideal scenario for an imersive,
tactically dynamic combat flight sim with strong naval component. The
vital importance of some naval assets create conditions for several
"what if" situations. Also, important aircraft such as Super
Etendard, carrier-based A-4, Sea Harrier FRS.1 and the Mirage series
never had been represented in a realistic way in a flight sim before.
Is Jet Thunder based in the engine of another flight
sim such as SFP1? Why not make a mod instead of an
entire sim from scratch?
No, Jet Thunder is not based or related in
any way to the SFP1 engine or any other flight sim engine. We decided
to make a new flight sim engine from the ground up to allow new features
such as complete V/STOL simulation, HUD representation, volumetric clouds,
carrier operations in rough seas and more. Everything we use is homebrew technology so far.
:: Technical Questions: Flight Model
What about the flight model?
With a sophisticated physics and torque engine, expect a good feeling
of the flight inside the constraints of the featured flyable aircraft.
It will include delta-winged supersonic specific dynamics (for the Mirages),
twin-prop behavior (for the IA-58 Pucará) and full V/STOL flight
(Harrier), providing an extensive and varied range of flight styles.
Will this
simulation be based on "super lift flaps" or other cheats
to fake V/STOL operations?
No 'cheats'. The featured Harriers will have correct modelling of the
RR-Pegasus engine, with the vectoring limits (0 to 98 degrees vectoring
in the 4 nozzles, with correct rotation speed of the nozzles and thrust-weight
ratio) and the reaction system that kicks in at the slow speeds where
the normal control surfaces are useless.
How detailed will be the avionics?
The Agave radar used in the Super Etendard and the Ferranti Blue Fox radar used by the Sea Harriers FRS.1 will
be modeled with all their modes, and correct detection ranges. The same
level of detail will be present in the Thomson-CSF Cyrano II radar of the Mirage IIIE. RWR and the respective gunsights/HUDs will
be also part of the avionics package.
:: Technical Questions: Combat
What naval assets will be present? Are ships damageable by Exocet
missiles?
It'll include all naval assets to form a correct Order of Battle. Type
22 Frigates (HMS Broadsword, HMS Brilliant), Type 42 Destroyer (Sheffield),
Atlantic Conveyor, landing crafts, ARA General Belgrano cruiser, etc.
And they will feature full damage modelling and will be subject to anti-ship
strikes.
Can I employ the VIFF Harrier techniques in air-to-air combat?
Yes, VIFF (Vectoring In Forward Flight) can be used, with several tactics
and in different situations. In its simplest form, rotating slighty
down the nozzles in a turning fight will tighten the turn and cause
a sudden nose up attitude, putting a Lag Pursuit Sea Harrier in Lead
Pursuit and in advantage for a 30mm deflection shot or making easier
for an AIM-9L lock. Another typical use is the quick vectoring of the
nozzles to avoid an overshoot, or to force an overshoot in a defensive
situation. Keep in mind that VIFF doesn't means "stop in mid air
and then accelerate instantly", Hollywood-style... If not used
properly, you WILL burn a lot of energy and end as a "sitting duck"
in the sights of the enemy's wingman.
:: Technical Questions: Multiplayer
What are the multiplayer
aspects?
It will be server based, with
(hopefully) support to Hyperlobby , and at least 16 players at once.
Dogfight, COOP and Online Campaigns together against AI-based foes are
available.
Isn't the
Sea Harrier with AIM-9L and good use of VIFF, a rather unbalanced fighter
for online dogfight rooms ?
No. According to expert's advice, the Mirage IIIE is more than a match for the Sea Harrier, in any condition.
:: Technical Questions: Campaign
What about the campaign system?
The campaign will be dynamic, with the British task force attempting
to re-gain the islands from Argentine forces. Argentine starts with
more troops and planes. The number of planes in each side at the start
of the campaign will be historically correct (making it tougher as you
think for the britains, because they started the campaign with only
20 Sea Harriers, Squadrons 800 and 801). The argentineans will also
have to make the best use possible of certain limited ammo resources
(for exemple, only 5 Super Etendart fighters with 4 Exocet missiles
available).This makes for interesting resource management, also the
outcome of most missions will influence the outcome of the campaign
(for example, in the first Mirage vs. Sea Harrier dogfight with you
as a british, fail it and the Argentineans would feel encouraged to
make more aggressive use of their Mach-2 interceptors, eventually pushing
air superiority over the islands. Enter here the strategic factor of
the british Vulcan bombers, in a dynamic campaign they can even fail
to reach their targets in the islands, changing completely the outcome
of the conflict.
With the dynamic Campaign, will there be a career mode for the
player including ranks and medals?
There'll be a career mode starting as a rookie pilot, advancing the
career up to a squadron commander. Medals and Promotions will be featured
and these will be saved to the personal pilot's log together with statistics,
kill ratio and other data.
There will
be carrier operations?
Yes, with the McDonnel
Douglas A-4Q Skyhawk onboard the argentine carrier ARA 25 de Mayo. And
for the british side, onboard the HMS Invincible and HMS Hermes, with
short take-off runs through deck ramps to maximize fuel and weapons
load, and vertical landings on the deck.
There will
be air-to-air refuelling?
Yes, indeed air-to-air
refuelling should be present because it was needed for the long range
flights from the continent to the islands. The Lockheed KC-130 Hercules
of the Fuerza Aerea Argentina was used as refueller in these
missions. We're aware that the long-range "Black Buck" operations
flew by the british were also heavily based in air-to-air refuelling.
Will the map include Ascension Island (for the Vulcans)?
We're
still thinking in the best way to solve the Vulcan/"Black Buck"
problem. To extend the map seamlessly to include Ascension Island, will
mean getting the entire brazilian coast as well (Vulcans did most of
the air-to-air refuelling with Victor tankers parallel to the brazilian
coast, in one situation, one missed a refueller and had to make an emergency
landing in Brazil/Rio de Janeiro - it was "Black Buck 6",
carrying Shrike anti-radiation missiles).
It is technically
not impossible to do this, problem is 1) time to create the huge scenary
(texture tiles, featured cities in the coastline) 2) extreme RAM usage.
A down to earth approach at the moment is to make the Vulcans (currently
A.I. only) to ingress in the campaign's
map through the most north/east position, they do their business
down in the war zone, and return through this same route.
Another approach
would be to include Ascension Island as a separated map but co-existing
with our current
map, with correct distances between the 2 areas correctly calculated
as well as flight times and fuel usage - of course there will be a gap
between the two areas, but at least players will be able to see Vulcans
departing from Ascension Island in direction to their targets, hours
away of flight in the south direction.
:: Production questions:
Who is doing this flight sim?
Thunderworks, a development team with members based mostly
in Brazil, Argentina and the UK. See the Staff section.
What the
manual will look like?
It will have full
contend on the flyables, flight and combat techniques, an unbiased view
of the historical conflict in the Falklands/Malvinas, plus a basic info
on the history of V/STOL flight, If whether it will be a printed manual
or a downloadable PDF, only the future publishing method of the project
could stablish. See next question.
How do you
guys will be rewarded after all that hard work? Do you plan to publish
it?
Well, the best reward is to
see the flight sim working, with people actually playing and having
fun with it. :) Yes we plan to publish it, but we will approach possible
publishers only with the product as finished as we can with our current
resources, so the deadlines and release dates they impose will not affect
negatively the final product. If no publishers are available, we plan
to publish it by ourselves, someway.
What are
your resources/funding to the development of this simulation?
We're working at
the moment funded by ourselves, with our own resources. I think this
condition will stay this way until the product is very mature (see previous
answer).
This is
all very cool and I love classic aircraft like the Harrier and the Mirage,
but when it will be release?
The creation of a
modern flight simulator from scratch is a long, complex and demanding
task (see this article). So, don't spect
anything released still in this year or the next.
So, is a
playable demo planned?
Yes, a playable demo
is planned for release still in 2007 (which marks 25th years of the South Atlantic Conflict), as a proof of concept and demonstration
of the flight sim engine.

:: General questions:
Will it be "mod-friendly", or a more "closed"
approach?
Indeed the current engine is flexible enough to allow easy modding,
but we're pondering about the best way to allow this without damaging
the multiplayer aspect.
There will
be tutorials on the missions or basic flight concepts?
Yes, we're planning several
scripted tutorial missions, following basic principies of flight, such
as turning, diving, and more advanced and Harrier-related stuff, such
as VTOL landing and ski-jump deck take-offs. Also weapons usage is planned
to be included.
What about
Easy Flight options and the such?
It will be very scalable, with options for simpler FM/avionics,
no damage, etc.
Any other question
or detail you wish to see in this FAQ, please email
me.