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A-10 Attack!
Developer(s)Parsoft Interactive
Publisher(s)Parsoft Interactive
Programmer(s)Eric Parker
Todd Hartmann
David Burkhalter
Philip H. Sulak
Artist(s)Kevin Abbot
Paul Curtis
Michael Saint
Luke Robinson
Platform(s)Apple Macintosh
Release1995
Genre(s)Air combat simulation
Mode(s)Single-player, multiplayer

Although the incredibly popular Microsoft Flight Simulator has never been released for Mac these are the best alternatives to Microsoft Flight Simulator For Mac in 2021. We found the best flight simulator for Mac is X-Plane which offers a level of realism and graphics that go way beyond Microsoft Flight Sim. Mac OS X: brew install zbar Linux: sudo apt-get install libzbar0 Install this Python wrapper; use the second form to install dependencies of the command-line scripts: pip install pyzbar pip install pyzbarscripts.

A-10 Attack! is a combat flight simulation video game for the Apple Macintosh computer released by Parsoft Interactive in 1995. The game features an A-10 Thunderbolt II aircraft that takes part in a variety of missions in West Germany during a hypothetical limited conventional attack by the Warsaw Pact. A-10 boasted one of the most detailed flight models of any game of its era, a physics model that extended to solid-body interactions with the ground and complete aerodynamics for every object in the game, including ordnance. Macworld rated it 'Best Flight Simulator' in a review of Mac simulations.[1]

The game was followed by a sequel named A-10 Cuba!, originally as a stand-alone game on the Mac and Windows-based PC's, but later re-released on the Mac as a plug-in module for the original game. The Mac OS versions were produced by Parsoft, while the PC version of Cuba was a joint production with Activision. This partnership was renewed for Parsoft's final release, Fighter Squadron: The Screamin' Demons Over Europe.

History[edit]

Development of what would evolve into A-10 Attack! started after the release of Hellcats: Missions at Leyte Gulf, an expansion pack for Hellcats Over the Pacific that was released in 1992. Although Hellcats managed to do a lot with limited capabilities of the hardware, the game had a number of obvious drawbacks. For one, the missions were written in computer code as part of the game engine, which meant the user could not add new missions or modify the existing ones. Another problem was that the vehicles and other objects in the game were hard-coded with various behaviors, which likewise made them difficult to customize. Even the game map itself existed only in the code.

Parsoft started experimenting with a plug-in system to replace the hard-coded objects in Hellcats. Known as the Virtual Battlefield Environment (VBE), the system still required programming tools to build out the objects, but once they were completed they could be loaded into the game engine from individual files. Adding these into a game simply required the files to be placed in the appropriate directories in the user's file system. VBE allowed anything to be added in this fashion; aircraft, vehicles, missions, and maps.

Another problem with Hellcats was its very basic physics, which simulated only the most basic flight dynamics and resulted in flight that was unrealistic in a number of ways. There were no structural limits either, allowing a number of unrealistic extremely high-g maneuvers. A completely new flight engine was created for the VBE system that simulated subsonic aerodynamics with a fair degree of realism, with effects like dutch roll and adverse yaw 'falling out' of the engine without being deliberately coded in. Additionally the system included a new physics engine that featured simple finite element analysis that allowed damage to be realistically simulated, including its effects on the flight dynamics of the aircraft. The resulting simulation was arguably the most advanced of its era.

All of this was combined with an improved version of the graphics engine developed for Hellcats, allowing players to use multiple monitors and any resolution their machine could support. Hellcats used a polygon-based flat-shaded system that used differential updating to avoid bottlenecks in the computer bus and thereby improve frame rates. A-10 retained the basics from Hellcats, but added the ability for small areas of texture mapping to be applied, which was used on the vehicles to add roundels and squadron markings. A combination of improved code in the engine and the rapid improvement in computer performance since the release of Hellcats allowed the new engine to feature greatly increased scene complexity.

Early versions of the game were shown at MacWorld Boston in the summer of 1993. At the time the physics and graphics engines were operational, although there was no 'game' per-se. The world consisted of a single-runway airbase and a nearby target range with several 'bullseye' targets. This was followed some time later by a fairly functional demo version, which took place on a mythical island with a number of friendly and enemy objects in the area.

For the release version, a series of missions in northern Germany were created, along with a new mission-planning map system that was widely lauded. As the game was being finalized for release, Apple introduced the new PowerMac systems. Running in the 68k emulator the game proved to be very slow, so a delay followed while they wrote a PowerPC 'native' version, and the game was finally delivered in 1995, a full three years after starting development and about a year later than promised. Although it was claimed the VBE could allow any sort of customization of the engine, documentation and tools for VBE was never released, so users could not create their own modules and the power of this system was never fully explored.

A-10 Cuba! followed, although at first it did not use VBE and was shipped in the form of a stand-alone application. It was only later that Cuba was re-released to run as a 'real' VBE module in the original shell. The specifications were never released to 3rd parties, and the few public comments on the topic from Parsoft claimed it was simply not ready and required work to clean it up and document it. By 1997 Parsoft had already moved onto a new project, and it was clear that VBE had been abandoned.

Description[edit]

Gameplay in A-10 Attack! switched between a mission map and planning system displayed on a 2D map, and the in-game flying. The switch between the two modes could be made at any time during a game, with the plane turning on the autopilot and following the mission outline when the user was in the map mode.

Flight mode was relatively similar to most flight simulators, although control was normally via mouse or a joystick mapped onto the mouse. The '2' view looked down into the cockpit, showing all the instruments in a layout fairly faithful to the actual layout in the A-10. The mechanical cockpit controls and various displays, including the HUD, were all likewise fairly good simulations of the original.

The 'into the cockpit' view displayed an instrument panel that was closely modelled on the real A-10. When holding a hot-key, the user could interact directly with the controls and switches.

The game included a unique 'active hand' system that allowed the player to manipulate the switches and controls without having to remember keyboard commands. Holding down the option key turned off mouse control of the aircraft, and made a hand-cursor appear that could operate the controls by clicking on them. The cursor changed as it moved over the controls to indicate what could be done, clicking, rotating or 'rolling' the mechanical controls. Even complex weapons release modes could be controlled in this way, although doing so often required a series of clicks on different controls.

Weapons included a variety of conventional bombs and their laser-guided counterparts, as well as the AIM-9 Sidewinder and HARM missiles, cluster bombs and rockets. However the cannon remained one of the most important weapons in the game (because the A-10 was built around the GAU-8A gatling gun). Even without completing the missions, the game engine itself was detailed enough to create a sub-game in which users attempted to place their Hogs in odd positions on the map, or use the engine for various other tricks.

The in-game mission map and planner, showing the starting state of the Retaliation mission. Clicking the small triangles on the chits displayed a menu allowing the user to interact with those 'targets'.

In the map mode any object in the game that was close enough to have become visible to an allied object appeared as a 'chit' on the display. Using controls on the chits the user could move their point of view to those objects, and see what they were doing. At the start of a mission only friendly or nearby neutral chits would be seen, but as the player flew into the mission, more would become visible as they (or other allied forces) approached them. Additionally, the user could display and control the waypoints for the aircraft in the mission through a dialog-box based editor, customizing their flight plans. Games would typically have the player switch back and forth between flight and the mission map, looking at their progress and perhaps newly spotted targets that were not immediately obvious from the cockpit.

The selection of missions included with the game generally increased in difficulty with an increasing number of targets and friendly vehicles. They covered a series of events after a fictional invasion of West Germany by limited Warsaw Pact forces, with the map covering the western Baltic area with Denmark in the upper left. Like Hellcats, the A-10 mission system in VBE allowed the missions to be custom programmed, and some of them included such events as an attempted bombing of a dam. However, as in Hellcats, A-10 did not allow the user to create their own missions.

Appearance weapon[edit]

United States

  • Wildcat [Wikidata]

Soviet Union

Germany

East Germany

Reception[edit]

Review score
PublicationScore
MacUser[2]

See also[edit]

  • A-10 Tank Killer (1989/90)
  • A-10 Cuba! (1996)
  • Silent Thunder: A-10 Tank Killer II (1996)

References[edit]

  1. ^'Best Flight Simulator: At-10 Attack', Macworld, 1996
  2. ^LeVitus, Bob (February 1996). 'The Game Room'. MacUser. Archived from the original on 2001-07-22. Retrieved 2018-09-27.CS1 maint: discouraged parameter (link)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=A-10_Attack!&oldid=1001810443'
Hellcats over the Pacific
Developer(s)Parsoft Interactive
Publisher(s)Graphic Simulations
Designer(s)Eric Parker
Platform(s)Macintosh
Release1991
Genre(s)Flight simulator
Mode(s)Single-player

Hellcats over the Pacific is a flight simulatorcomputer game for the Macintosh computer. It was written by Parsoft Interactive and released by Graphic Simulations in 1991. Hellcats was a major release for the Mac platform, one of the first 3D games to be able to drive a 640 x 480 x 8-bit display at reasonable frame rates in an era when the PC clone's VGA at 320 x 240 x 4-bit was the standard. The graphics engine was combined with a simple Mac interface, a set of randomized missions, and a number of technical features that greatly enhanced the game's playability and made it a lasting favorite into the mid-1990s. The original game was followed with a missions disk in 1992, Hellcats: Missions at Leyte Gulf, which greatly increased the visual detail and added many more objects to the game.

After the release of Leyte Gulf, ParSoft began work on another flight simulator for Graphics Simulations, based around the McDonnell Douglas F/A-18 Hornet. The two companies parted ways during the initial development. ParSoft began work on a new networked flight simulator that would emerge years later as A-10 Attack! and followed by its own missions expansion, A-10 Cuba. Graphics Simulations continued work on the nascent F-18 simulator and released it as F-18 Hornet. They also licensed the basic flight engine to another group of programmers, who used it as the basis for early versions of the online game, WarBirds.

Description[edit]

Hellcats is a combat simulation of the F6F Hellcat aircraft in a series of fictional missions during 1943's Guadalcanal Campaign.

Hellcat's simple mission selection dialog, which was presented over an otherwise blank screen. A portion of the user's hot-pink desktop can be seen around the edges.
Flying off the end of the carrier deck at the start of the Bomb Base mission. Several enemy Zeros can be seen on the 'radar'.
After downing the Zeros, the player checks the map to find the target. The game pauses when the map is up, allowing it to be operated with the mouse.
Starting a bomb run in Bomb Base. Note the flak bursts. Hellcats had a relatively short detail range, so the airbase looks very simple at this range.
Typical mission-end dialog, in this case from the Flying Fortress mission. The B-17 the player has to escort is just to the left of the dialog box.

Hellcats focused almost entirely on the flying of the aircraft, with a minimum of setup or in-game controls. After starting the game the player finds themselves in a minimal interface consisting of a small number of dialog boxes for preferences and selecting missions. The entire interface was based on the Mac's built-in UI, as opposed to hand-rolled elements built out of the game engine itself. This made for a spartan but easy-to-use interface. After the initial setup the user rarely used any of the out-of-game controls except for the mission setup dialog box, where radio buttons allowed the player to select one of the eight missions, along with their fuel load and zero, one or two 500 lb (230 kg) bombs. Nothing else was required, and after selecting a mission the game switched to the in-cockpit view.

Due to the simplicity of the game engine, the flight controls were also quite simple, offering basic controls for the engine, rudder, flaps, and landing gear. Primary flight control for roll and pitch was normally handled by the mouse, which included a scaler that improved the 'feel', although the flight engine was also fairly insensitive to overcontrol. Joysticks could also be used, but were supported via 'mouse mapping', not directly. View controls allowed for a number of different options, including tower views and similar, but also a 'slow following' chase mode that slowed down transitions between different flight directions in order to reduce the total amount of movement when correcting for small adjustments in flight path (this is now common to most games). One feature that was lacking from Hellcats was a 'snap view' that allows the player to look in different directions and then returns to a front view when the key is released.

One oft-commented-on feature of Hellcats was its 'instant replay' view. The game logged out all actions in the game world to a buffer, and on command could play them back from an external viewpoint. The game would select a viewpoint that kept the 'important action' in-frame. For instance, if the player was in the midst of dropping a bomb on a ship, during replay the camera would leave the aircraft and follow the bomb down to impact. On the other hand, if the player was in aerial combat and two planes collided nearby, the replay would instead keep the player's aircraft centered and rotate the camera to show this event relative to the player. The game rarely chose the wrong viewpoint, and the effect was often cinematic.

The game world consisted primarily of the player's Hellcat and enemy aircraft, normally the A6M Zero. Some missions included 'friendly' F6F's and a B-17 Flying Fortress. Enemy aircraft also included the Mitsubishi G4M 'Betty' in one mission. Ground targets included AA guns, cruisers, battleships, aircraft carriers, and sometimes static aircraft parked at the airbases. Many of these targets could be destroyed by bombing, which was 'eyeballed' by diving on them. Smaller targets could also be destroyed with machine gun fire.

Air-to-air combat was relatively simple, normally degenerating into a turning fight which, unrealistically, the F6F could win by lowering its flaps. Actually shooting down the historically flimsy Zero was difficult in the game, at least at closer ranges, and often ended with the opposing aircraft's engine failing and the aircraft crashing while ditching. Although it was possible to directly 'kill' the aircraft, this generally only occurred with hits at long range; at shorter ranges, most bullets simply went right through the aircraft.[1] Another issue with the combat system was sighting distances, which made targets practically invisible at even a few kilometers' range. To address this, the game included a radar display that showed, unrealistically, every aircraft above a few hundred feet altitude in a 360-degree view around the player's aircraft.

Although the damage modeling was simplistic, the game did track damage to the pilot and would 'kill' them in certain circumstances. This could be avoided in many cases by quickly exiting the mission before crashing, although this did not help in the case of a direct hit on the pilot or a mid-air explosion. The pilot could also be lost in action after bailing out of a stricken aircraft. This was a bone of contention among players, as the system for deciding whether or not the pilot was lost was completely random; even landing in the middle of a friendly airbase would often result in a dialog stating the search and rescue teams could not find you, leaving that pilot MIA. The game had no built-in method of reviving dead or missing pilots, but there were 3rd party programs that were available to do this.

The game manual was typically sparse. Instructions for the UI and basic flight were included; the latter was copied from an FAA manual that often disagreed with the basic flight model in the game. The manual also included a complete copy of the original F6F flight manual, useful for historical purposes only.

The key to Hellcats's long life was the overall simplicity of the game as a whole. Starting the game and entering a mission could be completed in a few seconds, and the in-game action demanded more situational awareness than outright flying skill. The lack of complex weapons also helped make the control system quite 'thin.' This resulted in a game that was much more approachable than its more complex follow-ons, and Hellcats was widely enjoyed by players that would not normally play flight simulators.

History[edit]

Incremental update[edit]

The Hellcats engine was based on an idea Eric Parker formulated while studying the SPARCstation 1. The SPARCstation allowed the memory of the graphics card to be mapped into main memory; any data the CPU placed in those memory locations would automatically be copied over the SBus to a frame buffer that the graphics card drew to the screen. This method of access allowed the card to continually refresh the screen without interrupting the CPU; if the two shared the memory directly, it can lead to contention issues that will slow overall performance.

However, the path between the main memory and the frame buffer was relatively slow, so while both the CPU and the frame buffer could move memory quickly within their own private memory, they could not easily communicate those changes. Specifically, the CPU could create 40 MB/s of data in main memory, but this could only be copied to the frame buffer at 5 MB/s. The SPARCstation had a resolution of 1000 x 1000 x 8 bits per pixel, about 1 MB per frame, so at best the display could run at about 5 FPS at full resolution if each frame was being generated by the CPU and sent over the bus.

Polygon Flight Mac OS

Parker began considering ways to reduce the amount of data that had to be copied to the card. He came up with the idea of having two frame buffers in main memory, one for the current frame, and one for the next frame to be displayed. By comparing the two frames, the differences could be extracted, and only those copied into the memory-mapped frame buffer. The frame buffer held a composite of all the frames ever played, which was identical to the most recent image. However, the data sent on a per-frame basis was greatly decreased. His first experiment drew a flat-shaded rotating cube, and was able to reach 120 frames per second.

This method only works well if the image as a whole is not changing. For instance, this technique is difficult to use with a texture mapped display, because in that case even minor changes in camera angle or position would require any portion covered by a texture to be re-drawn. This limited the engine to polygon-based flat-shaded graphics. At the time this was not uncommon, and with this engine many more polys could be drawn per-frame, greatly increasing visual fidelity.

Producing a game[edit]

Polygon flight mac os x

Parker had always been interested in flight simulators, and started adapting the basic graphics engine as the core of a new game. Working at home at nights after his day job, he began the process of converting the workstation engine to a PC platform in his new company, Parsoft.[2] The choice to target the Mac was technical, as it was the only machine on the mass market at the time that commonly featured the ability to run at reasonably high resolutions, at that time 640 x 480 or higher. At lower resolutions the amount of data that had to move over the bus was limited in any case, so the 'brute force' approach of drawing every frame to the buffer would work fine, and did for contemporary games like Red Baron. Only at the Mac's higher resolutions would the engine provide a real advantage.

Polygon Flight Mac Os X

Additionally, the engine was much less affected by changes in resolution than traditional engines. This allowed the game to be run at any resolution the Mac could support, including the then-extremely-high 1024 x 768 that was common on 21' monitors which could be found on some Macs of the era. In addition to having higher resolution than contemporary PC's, it was not uncommon to see more than one monitor attached to a Mac, especially in the desktop publishing market. The Parsoft engine was able to take advantage of this as well, allowing the user to put the game on up to three of monitors to allow for side or rear views.

Polygon Flight Mac Os Catalina

Building out the system[edit]

With the graphics engine in place, what was left was to take the engine and use it to produce a game. ParSoft chose to model the area surrounding the successful U.S. campaign in and around the Solomon Islands. The game is focussed on the battle between the F6F Hellcat and A6M Zero that first took place over these islands, whose outcome changed the balance of air power in the Pacific war. A map of a large portion of the island chain was created, along with airbases and other fixed locations.

The low CPU cost of the graphics engine left the CPU with ample free time. To fill it up, the game included a number of live objects that other games generally lacked. For instance, airbases often had a number of AA guns arranged around the field, and they would track and follow the aircraft as it flew around. These objects were placed throughout the very large map area, so if the player ignored the mission and flew off to distant islands, they would still find operational airfields.

With a basic environment in place, Hellcats was fleshed out with the addition of the physics engine. The engine used a formulaic approach to calculate the forces on the aircraft, whereas most contemporary games used a lookup table approach. The latter has the disadvantage of having dramatic changes performance with small input; for instance, an aircraft might climb at 90 mph (140 km/h) at an angle of 20 degrees, but when the nose is raised even slightly, to 21 degrees, it suddenly slows to 80 mph (130 km/h). In contrast, the Hellcats engine was completely fluid throughout the entire flight regime. While by no means high fidelity in terms of matching real-world aircraft performance, Hellcats was nevertheless a major advance in terms of flight quality. For one of the first times ever in a PC flight sim, stalls were achievable and spins were possible with the proper control inputs.[citation needed]

The engine also lacked a number of features that reduced the realism. For one, the engine did not model gee-induced blackouts or redouts, which allowed unrealistic maneuvers. Additionally, the only structural limits the game checked on were the landing gear or direct impact, so for instance the flaps would not be damaged by lowering them at high speed. This led to a number of behaviors that would be impossible otherwise, notably dive bombing at hundreds of miles an hour followed by dropping the flaps to allow a multi-tens-of-gee pullout. More detailed structural limits were relatively common in other games of the era.

And then, a game[edit]

The game engine was placed within a shell using the basic Mac UI, in contrast to most games that have their own UI built inside the game engine. Missions were selected in a dialog box with radio buttons and a slider to select the fuel load. Settings for sound and graphics were likewise accessed entirely though the standard Mac menu and dialog system. A relatively large manual was included anyway, although the majority of this was 'boilerplate text' taken from a reprint of the original F6F pilot's manual or a FAA flight training manual.

This is one area where Hellcats was significantly behind the technology curve compared to contemporary games.[citation needed] It included only eight pre-rolled missions, one of which was training, and no ability to edit or add your own. The missions also incorporated some degree of randomness, enough to make each play different, sometimes significantly. They also varied widely in difficulty, from simple missions against one or two other targets, to The Duel with about a dozen aircraft and five ships. However the long term appeal of the game was affected by the mission system's limitations. In comparison, games like Red Baron had hundreds of missions, and while they played exactly the same every time, there were so many of them there was less of a problem with lack of novelty.[citation needed]

Polygon Flight Mac Os Pro

Hellcats was released to huge acclaim, although the Mac gaming market was small. It is still listed at the No. 7 most influential Mac game of all time, according to Inside Mac Games.[3] It also won many 'comparison' articles when judged for realism,[4] although most articles included a caveat about the graphics.

Leyte Gulf[edit]

After Hellcats shipped the Parsoft team started work on improving the engine. Tweaks to the graphics engine provided even better performance, allowing more cycles to be spent on other tasks.

These upgrades were released a year later as Hellcats: Missions at Leyte Gulf. Although it was marketed as an upgrade pack, it was actually an entirely new game with its own runnable application. The new version included dramatically improved detail at the airbases, added jeeps and trucks, more detailed ships, the P-38 Lightning and the Ki-84 'Frank', and rockets and torpedoes in addition to the bombs and machine guns.

The rest of the game remained otherwise similar to Hellcats. Both the physics engine and missions system were largely unchanged. The new game included another eight missions, this time with no training. Although they all had considerably more detail and a greater number of in-game targets, they had the same lack of user editability as the original.

Moving on[edit]

Parsoft moved on to new projects after the release of Leyte Gulf. GraphSim hired a new team and used the existing Hellcats code to produce a new game in 1994 as F-18 Hornet. GraphSim also retained the rights to the version of the software they had at the time, and later licensed the graphical engine to be used in the early versions of WarBirds.

Parsoft moved on to a completely new system. Aware that the major problems in the original engine were the lack of realistic structural physics and pilot effects, Parsoft's new A-10 Attack! included a complete rigid-body simulator in addition to a re-written flight dynamics engine. Another addition to the new engine was the 'Virtual Battlefield Environment' (VBE), a plug-in system that allowed new vehicles and weapons to be added to the engine by dropping them into a directory. Although the game did not include a flexible mission editor, it did, in theory, allow missions to be added through the VBE system, missions that could include computer code to increase the customization. The VBE system was used by Parsoft to produce A-10 Cuba, a new mission set taking place at and around Guantánamo Bay. This was initially released as a stand-alone game on both the Mac and PC, and was later re-released on the Mac as a true VBE plug-in.VBE was replaced by a much simpler system, OpenPlane, that allowed all of the customization to be carried out in resource files with no coding or compiling required.

References[edit]

  1. ^Repenning, Jack (May 18, 1994). 'Hellcats/Leyte Gulf FAQ'. Archived from the original on October 23, 2007. Retrieved August 23, 2019.
  2. ^'Fighter Squadron Interview: Screamin' Demons Over Europe'
  3. ^'The 20 Mac Games that Mattered Most'
  4. ^'How realistic are the various PC-based simulators?'

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Hellcats_over_the_Pacific&oldid=989674965'
Posted on 5/31/2021by Permalink.

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