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Frequently asked questions:


Contents:

0. Where is the latest version of this document?
1. Some information about d-Strict.
2. What is the "Sikorsky" project?
3. Why "Sikorsky", and not "Fokker" or "Great War" something?
4. By which "engine" is driven project?
5. Where and for which countries will I be available to play?
6. What models of aircraft and ground vehicles already available?
7. Some words about campaigns.
8. What offers game in non-mission time?
9. Is multiplayer supported?
10.Can I pilot aircraft by something else then mouse, keyboard or standard joystick


0. Where is the latest version of this document?
   This text is written by d-Strict group and is available online on d-Strict site:
   www.d-strict.com/index.php?page=faq&lang=eng
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1. Some information about d-Strict.
   d-Strict - it's a union of programmers and designers for team-work in several fields, particularly in computer graphics and game developing. Core of the group is getting along more than six years, and original utilities, toolkit, etc. were developed during this period. Last years we are working on game engine, used in "Sikorsky" project.
   Group core formed by three workers, but periodically we are getting help from programmers, 3d model designers (e.g. SWWISA), compositors. Most of them are working remotely.
   Despite of long-time experience, group never released any commercial game projects before.
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2. What is the "Sikorsky" project?
   "Sikorsky" - Is the working title for our WWI flight simulator project. Serious work on this project was started in 2003, and will be performed in two stages. The first stage includes development of a classic WWI aircraft simulator with some additional techniques, enhancements and game play details that were not used earlier in simulators. The ultimate goal of the first stage is to announce our entry into the flight Sim market, and to capture the interest of our projected audience.
   Because it's rather difficult to construct a game that deals with the Great War in such a highly detailed level from start to finish (it requires a massive amount of time, and other resources - thus a large budget), we decided to concentrate on a few key war scenarios.
   The second stage will be improvements based on the results, and feed back received from Stage One. The main difference however between the two stages will be in mixing the typical aircraft simulator genre with the action genre.
   At this point we plan to incorporate ground operations into the flight simulator making it the first of it's kind. Of course, this will demand the improvement of many of the project program modules, both in the physics and graphics engine, and game resources (textures, environment sounds & etc). To make this easier, the game engine was developed from the beginning with many features that will be useful later on (e.g. physical model of first stage answers requirements of second).
   Naturally the tasks of the second stage may puzzle players: "How do I play a simulator, that is also a first person shooter?". It's our belief that this is the future of game play, and that the mixing of genres is inevitable. The simulation genre requires highly detailed, realistic, historically and physically accurate modeling of real world processes. In our case, it's an aircraft simulator of a historically important epoch. Detailed modeling of which is not limited to aircraft, and ground vehicle physics modeling. The second stage adds more variety to the gaming process, because the game will now include not only operational flights, and pre-flight training, but everything that surrounds the pilot before and after his flight.
   The main question for us is will players be interested in playing such situations? Because after surviving a crash caused be enemy fire you can continue the mission by any way means available, or does the player just want just click "restart". It's up to the player, we will give him the opportunity to continue game in many different ways. There are no missions that may only be successfully completed by being on the ground.
   Some features of aircraft-simulator, developing during first stage:
   - Realistic physical model of propeller-driven aircraft of that epoch.
   - Realistic physical model of environment.
   - Ground vehicle and other game objects physics support.
   - Huge spaces to play in with highly detailed landscapes.
   - Historically accurate models of aircraft and ground vehicles.
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3. Why "Sikorsky", and not "Fokker" or "Great War" something?
   Igor I. Sikorsky is one of the great pioneers of aircraft design. His efforts helped in the development and formation aviation worldwide. Unfortunately this was done mainly in foreign countries instead of for Russia, but we still respect our fellow-countryman and his hard work.
   So, this game will be named in his honor, and contain some aircraft models, constructed by him.
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4. By which "engine" is driven project?
   The game engine (aircraft and ground vehicle physics, resource management, sound subsystem and etc) is all original work by d-Strict. Main task - rendering of huge territories (including natural and artificial objects: roads, cities, etc.) both from low altitude (3-5 km), and from high above the earth's surface. The aircraft physics model was designed specifically for propeller-driven low speed aircraft. The graphics engine was designed from the ground up to be used both for a combat flight simulator, and a first person shooter.
   Current version of our graphics core is oriented to support both DirectX8 compliant video-cards and more recent cards. The Demo version configuration will be tuned to use DirectX9 features.
   The graphics engine can render huge territories (covered by forests, grass, and lakes) under different atmospheric conditions, and supports standard graphic features of modern computer games of such genre.
   Because the second stage of the project is a hybrid of both an aircraft simulator with ground based game, our first priority in the development project was high quality rendering of details of landscape, particularly with respect to vegetation: trees, bushes, and grass.
   Cloud rendering is based on light multi-scattering rendering.
   Water surfaces support dynamical reflection, transparency, glares, Fresnel effects.
   One of the physics features is that all physical objects are in constant interaction, and that brings more realism to the game. For example, aircraft (as well as any other object) may interact with any other physical game object (vehicles, buildings, different ground objects - cannons, barrels, or the debris of game objects) - it is common solution for modern game industry. It is visible in physics of recent shooter games.
   In physical model of aircraft there were implemented main aircraft aerodynamic states - stall, flutter, spin, gyroscopic precession, and so on.

   Current system requirements: AMD Athlon XP 1700+ (or Intel Pentium 1.4Ghz+, or analogs), 256 Mb RAM, 128 Mb Video RAM. Graphics core supports video cards of nVidia GeForce Ti-4200 (or analogs), DX8.1 compliant and higher. Also such game devices as joysticks are supported.
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5. Where and for which countries will I be available to play?
   The game story line covers WWI epoch (1914-1917 years). Most of missions are on eastern front. Other war operations (e.g. Russian Civil War) and more detailed and variable missions for other fronts will be released in form of mission add-ons.
   Most of operational flights are in the period from second half of 1915 till 1917, but the player can also take part in Eastern-Prussia operation, Mozyr operation (1920), and other operations, dedicated to significant historical events.
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6. What models of aircraft and ground vehicles already available?
   With different level of preparedness: armored vehicles (Harford-Putilovec, Fiat-Izhora, etc.), aircrafts of Russian Imperia (Ilya Muromets, Sikorsky S.XVI, etc.), German aircrafts (Halberstadt D.II, Fokker Dr.I, Fokker D.VII, Rumpler C.I, etc.), French aircrafts (SPAD S.XII, Nieuport 23 etc.), field guns, and etc.
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7. Some words about campaigns.
   Campaign is a set of missions, which are dedicated to air-battles, bombing operations, and some much more exotic like: saving secret documents from surrounded town in bad weather conditions, or taking part in 1 on 1 air duels. Our first stage may include other missions, non-battle, which might be included in the final release, e.g. taking part in big aircraft race across all of Europe. A completed mission means different rewards for the player, availability to use new weapons and aircraft.
   Players may represent anyone of the main national participants of WWI. The formulation of those missions depends on chosen country. Some missions may intersect with other country mission story line.
   For the second stage we're planning to implement a fully dynamical campaign, where missions will be generated depending on current state of the war on the frontlines. Thus, the player may change the outcome of the War ending, but it'll be fully available in multiplayer mode, where more aircraft and ground vehicles will be in air per battle.
   At that time it'll be possible to continue game on the ground after crash.
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8. What offers game in non-mission time?
   Non-mission time includes some war chronicles, choosing of new aircraft and operations (base mission, or optional). Also the player will be able to look through encyclopedia of military equipment, used in the game, as well it's performance characteristics, and a variety of historical facts about the browsed model.
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9. Is multiplayer supported?
   Yes, Multiplayer will be available in two versions: a game server for LAN (controlling relatively small ground territory), and after completion of the second stage - a ring of public and freely available servers in the Internet, which will cover the whole game territory.
   Players will be allowed to play all missions of single player campaign. Also player will get toolkit for creating and managing personal made missions.
   Of course, server will support functionality for cheater banning and flexible access to server control.
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10. Can I pilot aircraft by something else then mouse, keyboard or standard joystick?
   We plan to add support of such devices as HMS (Head Mounted Set) and other modern devices on second stage, after developing of main game components.


HINT:

   Cannot find answer to Your question?
   Contact our support team, or someone, listed in our contacts page.


OUR THANKS:

   We are grateful to Midnightmike for his help with translating FAQ to english language.


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