Archive for November 10, 2006

Apple MacBook gets Core 2 Duo

Apple has updated its consumer range of MacBook laptops, giving them a speed boost through new Core 2 Duo processors in line with the MacBook Pro update a fortnight ago. Mid and high-end models also get more RAM and bigger hard disks.

The new processor delivers a 25% speed boost according to Apple, making the new model up to six times faster than its G4 iBook predecessor.

All models feature the Intel Graphics Media Accelerator 950, a 10/100/1000 Ethernet port, two USB 2.0 ports, a FireWire 400 port, combination analog and optical digital audio ports and a mini-DVI video output for connecting to an external monitor.

The prices (including GST) and specs of the models are:

$1749: White, 1.83 GHz Intel Core 2 Duo processor, 512MB RAM, 60GB hard drive, Combo drive

$2099: White, 2.0 GHz Intel Core 2 Duo processor, 1GB RAM, 80GB hard drive, 6x SuperDrive

$2399: Black, 2.0GHz Intel Core 2 Duo processor, 1GB RAM, 120GB hard drive, 6x SuperDrive

Additional build-to-order options for the MacBook include the ability to upgrade to 80GB, 120GB or 160GB (5400 rpm) or a 200GB (4200 rpm) hard drive, up to 2GB DDR2 SDRAM, Apple USB Modem, Apple Mini-DVI to DVI adapter, Apple Mini-DVI to VGA adapter, Apple MagSafe Airline Adapter ($89) and the AppleCare Protection Plan.

The new models are available from the Australian Apple Store or resellers now. Waiting times are listed as 3-5 working days.

Vista goes gold: the frenzy begins

Vista’s final code has been signed off by Microsoft execs early this morning, US time. It’s good to go — or as good as it is going to be until the first round of patching begins.

Vista Product Manager Nick White, paid homage to the PC enthusiast community after five long years of development and testing. “You gave us unprecedented support in testing and providing your feedback while we designed, developed and refined Windows Vista — so much so that it has in many ways become a reflection of your involvement.”

“Consequently, you should feel the same sense of accomplishment that we feel today,” he said.

However, Microsoft isn’t saying that everything’s bedded down yet. It has done its bit in finishing the operating system, but now it says there’s going to be a hard slog ahead for hardware makers worldwide to finalise device drivers for Vista.

“We can confidently say that Microsoft is done with Windows Vista,” said White, “and we’ll be handing it off to our industry partners: PC makers, ISVs and IHVs. They in turn will continue to ramp-up in earnest now that the target is locked — for example, by refining hardware drivers — in order to complete the cycle and make Windows Vista available via retail channels on 30 January 2007.”

As we revealed last week, Microsoft now starts the countdown clock to the official launch of Vista and Office 2007 to the business community, which will take place on November 30. This will be bookended by a ‘consumer launch’ which we’ve already tipped as January 30 2007, although Microsoft spokespeople are still towing the company line of ‘late January’ rather than circle a specific day on the calendar.

Vista RTM followed the announcement Monday of Office 2007 RTM, so we expect quite a bit of partying at Microsoft’s sprawling Redmond campus.

The Vista gold code (christened with the build number 6000) will be available for download to members of the MSDN network within the next seven days, along with Office 2007, so next week should be a big one for downloading.

The availability to MSDN also means that Vista and Office are likely to leak quickly to Bittorrent tracker sites and newsgroups long before official release to the public.

Microsoft hopes to head off this threat by releasing a 60 day trial version of Office 2007 on its web site in December.

Microsoft says there is much more to come in Vista that hasn’t been disclosed in betas yet.

“We’ve got some really, REALLY great things to come [...] so keep your eyes peeled,” said Microsoft Product Manager Nick White.

It is yet to unveil the “Ultimate Extras” that will appear only in the hyper-expensive $751 Ultimate edition. They’re expected to take the place of the “Plus” packs that have accompanied previous versions of Windows and included screensavers, sounds, backgrounds and other fluff.

One aspect of Windows that no-one has seen yet is the much-hyped sound-theme performed by Robert Fripp.
The road from Longhorn

The road from Longhorn has truly been a long and winding one. When APC was first briefed on Longhorn, it was as part of a reviewer’s workshop on Windows XP held at Microsoft’s campus in Seattle in very early 2001.

At that stage, Longhorn was meant to be more akin to a service pack or mid-lifecycle ‘refresh’ to XP, which would then be followed by the release of the ‘Blackcomb’ Windows client and server. (The Blackcomb edition has since been scrubbed in favour of the Vista ‘Fiji’ service pack expected in 2008 and the Windows ‘Vienna’ OS for 2010-2012).

Hence, the Longhorn moniker bestowed by the Microsoft ski fans who frequented the Canadian slopes of British Columbia, just a few hours north of Seattle. Initial design retreats for what became XP were held at the Whistler resort.

Whistler and Blackcomb are the names of two mountains popular with the powderhounds, while nestled at the foot of Whistler is the Longhorn Saloon and Grill. Thus, Longhorn was considered a place where you stop, take a break and refresh after Whistler, before you tackle Blackcomb.

In 2002, however, Longhorn was elevated to lofty Everest-like heights as it moved beyond ’service pack’ status to becoming a full-blown OS version to succeed XP. And not just any new release, but a watershed edition of Windows which would radically recast the OS from its foundations through to the user interface.

However, over the successive years, many of what were once considered cornerstone technologies and, in Microsoft parlance, ‘platform pillars’ were crossed off the Longhorn wish list.

This included a .NET-based file system code-named “Storage+” and built around the engine of what became SQL Server 2005, which later morphed into the WinFS (Windows Future Storage) service for NTFS; the Next-Generation Secure Computing Base architecture, which contributed BitLocker drive encryption and TPM support to Vista; 32-bit support for Intel’s EFI (Extensible Firmware Interface) BIOS replacement technology; a P2P-based folder synchronisation utility which spanned multiple PCs; and the ‘Windows PowerShell’, code-named Monad.

Some of these were cut entirely, some were scaled back, and others were ‘decoupled’ from the OS in order to be released on their own in the post-Vista period.

Still other elements, such as the desktop sidebar, were subject to much to-and-fro through the operating system’s long gestation and underwent evolutions of their own.

As a result what you’ll see as in the coming months (and the next several years) as Windows Vista is indeed a long way from the initial Longhorn vision of circa 2001.

nVIDIA lands CUDA, "100x faster"

Today nVIDIA casts out its eighth generation school of GeForce graphics cards, and first to natively support Direct3D 10, in the form of the 8800GTX and 8800GTS.

Landing with this otherwise evolutionary launch is a much juicier catch.

Following ATI, in nVIDIA’s own voracious bid to rid the world of the CPU, it has also boosted its own support for performing more generalised calculations on GPUs.

Tagged as ‘CUDA,’ it’s not to be mistaken for the common slang of the edible Barracuda fish, as it stands for the slightly more fishy ‘Compute Unified Device Architecture.’

This unified GPU architecture is only available on the eighth generation of GeForce graphics cards, and, presumably, future generations. Future workstation Quadro graphics cards will also benefit from CUDA support.

The new GPU sports a feisty amount of unified shader units, which are specialised processors that calculate floating point numbers. Going beyond stream computing, CUDA allows all of these unified cores to communicate and share data.

“GPU computing with CUDA is a new approach to computing where hundreds of on-chip processor cores simultaneously communicate and cooperate to solve complex computing problems up to 100 times faster than traditional approaches,” declares nVIDIA.

These cores can either share load through threaded applications or via stream processing “… in specific applications such as imaging,” where the threads don’t communicate with each other.

For the 8800GTX, there are an incredible 128 unified shaders swimming at 1.35GHz, and on the 8800GTS, 96 shader units glide around on a slightly slower 1.2GHz clock rate. For comparison, ATI’s first Direct3D 10 chip, the R600, is rumoured to contain 64 such shaders, which in itself is exciting.

Even though these unified shader processors are highly specific in their function, they will allow for substantial performance boosts in many areas, such as gaming physics, data analysis, and scientific purposes.

Perhaps, now, nVIDIA’s cards are powerful enough to hook support for Folding@Home, like ATI.

To boost development support for more generalised computing on GPUs, nVIDIA also announced what it flaunts as “… the industry’s first C-compiler development environment for the GPU.”

Gone is the mermaid mascot, the new, highly-detailed model, ‘Adrianne’, is a digital representation of fashion/Playboy model, Adrianne Curry, the likes of which one might categorise under ‘uncanny’ or ‘utterly creepy’.

Warm feet worldwide will be miffed at the new line of GTX cards, nVIDIA’s Pat Gelsinger warning “The raw performance and visual effects of the new GeForce 8800 GTX is just going to knock your socks off.”

Foot for a fin, we say. Fishing rights for socks.

Microsoft closes piracy loophole: mandatory activation for volume licenced Vista

With the imminent arrival of Vista Business and Enterprise additions, Microsoft has dropped a nasty little surprise on system admins. Windows Vista sports a little feature called Volume Activation 2.0.

Yes you read correctly – Volume ACTIVATION. Apparently, every volume licensed product to date has been using Volume Activation 1.0, which bypassed the activation process once the correct key was entered.

Volume licenced serial numbers have been the mainstay of pirated copies of Microsoft products – they may fail the online validation test, but they keep running once installed.

Every volume product except Windows Vista and Longhorn Server will keep Volume Activation 1.0. Microsoft has moved to Volume Activation 2.0 for two reasons:

* Close significant piracy loopholes (Volume License keys represent the majority of keys involved in Windows piracy)
* Improve the volume customer experience.

The first reason I can live with, but the second is flat-out ridiculous. The “volume customer experience” is the joy of having volume licensed products and NEVER having to activate them. When you’re dealing with hundreds if not thousands of individual installations of Windows and Office, not having to double-handle each one by activating it makes life a lot easier.

But, it’s a brave new world and it seems that the good times for software pirates are over. Now, instead of a Volume License product key, Vista administrators have two choices – the Multiple Activation Key (MAK) or the Key Management Service (KMS).

Multiple Key Activation activates individual machines or groups of machines using a direct internet or phone connection to Microsoft, and they have a limited amount of activations built-in. To increase the activation limit, you have to ring a Microsoft Activation Center. For Australia, the numbers are 02 9870 2131 or 1800 642 008.

There are two options for using MAK activation – proxy and independent. Proxy activation involved multiple computers connecting to Microsoft simultaneously via one connection. This option is not available yet, and will be made so via the Volume Activation Management Tool (VAMT), due for release in 2007. Independent activation is just that – each computer connects to Microsoft individually for Vista activation.

Key Management Service allows businesses to administer activation in-house. One Vista workstation runs KMS, and all the other Vista workstations (installed with KMS Volume License keys) connect to that workstation for activation. To prevent someone bringing in their home computer, installing KMS-activated Vista and leaving again, each KMS-activated installation of Vista reconnects to the KMS host every 180 days to renew activation. If a KMS installation of Vista cannot connect to the host for thirty days, Vista goes into Reduced Functionality Mode (RFM).

The KMS host has to be activated before it can activate other machines, using the KMS volume key assigned to you. Each KMS key can use used on two computers up to 10 times — anything more than this and it’s another call to Microsoft. At the moment a KMS host has to be running Vista or Longhorn Server, but in 2007 Windows 2003 will be able to host KMS as well.

And two more pieces of bad news. Firstly, KMS is only available for businesses with at least 25 Vista machines connected to the corporate network. Secondly, if you create an image using MAK activation, every new computer you setup from that image has to be individually activated – you can’t activate an image and propagate it. Each clone counts as a completely new machine requiring activation.

So is this the end for pirates? There are ways of cracking Windows activation, as pirated copies of Windows XP Media Center Edition 2005 attest to. However, Volume Activation 2.0 certainly looks set to put an end to casual Windows piracy, made so easy by Volume Activation 1.0. On the downside, life for system admins just got harder, with another layer of administrative complexity.

So much for improving the volume customer experience…

8Mbit/s ADSL to be available through all ISPs

Telstra has announced it will make speeds of 8Mbit/s available everywhere there is ADSL coverage, and to any ISP currently selling services on Telstra’s network.

Group Managing Director of Telstra Wholesale, Kate McKenzie, said it would be the most widely available wholesale high-speed service delivered over a fixed network in Australia.

“We are excited to bring to market a national high-speed service which will give end-users of our customers access to higher broadband speeds across more than 2400 exchanges in our national network,” Ms McKenzie said.

“Beginning next week, Telstra Wholesale will provide a high-speed broadband service to around 91 per cent of lines in Australia, making it the best option for customers serving a wide geographic market.

“The new service will give our wholesale customers better speeds for more end users across the country.”

Telstra Wholesale has also repriced its services for ADSL speeds above the $29.95 256Kbit/s entry level plan, providing better value for money and allowing customers to encourage their end-users to move up the chain to higher-speed plans for the same or similar cost as what they’re paying now for slower speeds.

This new pricing applies once an ISP has signed the new “High Speed contract” with Telstra, though it’s not known yet what the contract contains or what it may attempt to bind ISPs to.

Telstra said wholesale account managers would be meeting with ISPs in coming days to explain the deal.

The new product is called “Open 1 Wholesale DSL Layer 2 Internet Grade High Speed (DSL L2IG-HS)”.

Speed is up to 8Mbit/s on the downstream but with a speed-crippled 384Kbit/s maximum upstream.

Telstra says availability is in more than 2400 exchanges, metro, rural and regional, approx 91% of homes and businesses.

Microsoft to make CPUs: tomorrow’s Apple?

Suddenly, the technology industry is twisting all topsy-turvy-like, with graphics card makers announcing a rush of new products for generalised computing on GPUs.

Microsoft is feeling a tad left out.

Now, on top of ATI and Nvidia’s announcements, Microsoft has declared its interest in designing its very own, in-house CPU.

This isn’t a joint announcement with Nvidia (and it’s obviously not with ATI, which is now in bed with AMD).

No, the similar timing of Nvidia and Microsoft’s revelations is apparently nothing more than mere coincidence. The engineer heading Microsoft’s chip research team in Silicon Valley, Charles P. Thacker, cited the design of the next-generation Xbox as a prime reason for Microsoft to create its own processors.

Speaking with The New York Times (requires registration), Thacker suggested that voice recognition may also stand to benefit from this new research branch. “Voice is big,” he said, continuing “You can throw as much technology at it as you want to.”

“Like everything that Microsoft gets into, we’re in it for the long run,” said Thacker. Whether this means Microsoft will build its own fabrication plant is unknown. At this stage, we assume Microsoft will design the processors in its new labs and outsource the eventual manufacturing gig to a chip fabricator with which it already has a relationship: IBM.

Who knows, maybe Microsoft’s plan is to take over from its hardware partners and opt for its own, proprietary, Apple-style platform. The Xbox is a good place to start such an initiative. I, for one, don’t see that happening — just throwing the idea out there.

As reported yesterday, Nvidia has also announced its own GPGPU technology on the GeForce 8800, after it recently reeled in a mass of sacked employees from Stexar, a company which teemed with people who were extremely familiar with x86 CPU architecture.

Combine this knowledge with GPU technology and it’s laughing, armed and ready to compete with the likes of Intel and DAAMIT (the conglomerate that is AMD and ATI).

Who said competition left the building? Good riddance, foul eggplant.

Telstra ADSL2+: full pricing details

Telstra will today launch ADSL2+ broadband with coverage of 2,400 exchanges and 91 per cent of the population.

However, in an odd twist, it will only offer the full 20Mbit/s speed of ADSL2+ in the 360 exchanges where competitors already have ADSL2+ infrastructure installed.

In all other areas, customers will be limited to 8Mbit/s — still a massive improvement over the maximum 1.5Mbit/s offered by Telstra previously, but a clear indication of Telstra CEO Sol Trujillo’s steely resolve to block competitors from gaining access to any new high speed broadband network Telstra builds.

Telstra will finally offer plans to suit the needs of heavy internet users who aren’t interested in BigPond’s ‘walled garden’ unmetered content, with download allowances of up to 60GB on offer.

But pricing has shot up compared to BigPond’s existing ADSL1 plans. There are none of Telstra’s infamous $29.95 plans to be seen — pricing starts at $59.95 for a plan with 600MB and tops out at $149.95 for 60GB. However, Telstra is continuing its “half price for the first twelve months of a two year contract” offer, meaning customers will be able to get the $59.95 plan for $29.97 for 12 months and $59.95 for the next 12 months.

Telstra told APC it will also offer new 1.5Mbit/s plans that are “up to $30 cheaper” than existing ones, though it didn’t provide details of exact pricing.

A news release listed the following plans “for customers with Telstra full-service phone” but did not mention how much they would cost if customers preselected to a different phone carrier.

* $59.95 - either 8 or 20Mbit/s, 600MB download limit ($150/GB excess usage charge after that)
* $89.95 - either 8 or 20Mbit/s, 12GB “shaped” plan (speed throttled to 64Kbit/s after 12GB)
* $119.95 - either 8 or 20Mbit/s, 25GB download limit ($150/GB excess usage charge after that)
* $149.95 - either 8 or 20Mbit/s, 60GB download limit ($150/GB excess usage charge after that)

BigPond provides an online coverage checker which allows you to type in your details to find out if your phone line is capable of getting either 8Mbit/s or 20Mbit/s service.

Telstra BigPond Group Managing Director Justin Milne backhanded the limited high-speed broadband coverage of competitors, saying, “BigPond’s new high-speed plans are not just for a few prime inner city exchanges. We’ve upgraded our ADSL-enabled exchanges nationally, to offer more speed in more places, so that customers in cities, regional centres and country towns can reap the productivity, entertainment, education, and health care benefits of high-speed broadband.”

What is not clear from the news release is what level of services will be available to other ISPs on a wholesale basis. It’s likely that Telstra will only offer 8Mbit/s services to all other ISPs because, it may argue, if a competitor already has ADSL2+ in the same exchange, why should it be given access to Telstra’s ports?

On the upside, Telstra’s approach does actually mean that other ISPs will be encouraged to continue building infrastructure. However, it’s also obvious that if Telstra gets tacit approval from the competition regulator to switch on ADSL2+ in every exchange without having to offer it to competitors, it will.
How BigPond’s pricing compares

There’s no question that BigPond’s pricing for ADSL2+ is high compared to other ISPs. At the low-end, $59.95 buys only 600MB of usage on BigPond, but it buys at least 7GB on Optus Direct, at least 10GB on iiNet, 20GB on Internode and 30GB on TPG.

It’s worth noting that iiNet forces customers to switch their phone line over too (a whopping $34.95) or take a VoIP service ($9.95) on top of the ADSL2+ plan fee if they want to enjoy full ADSL2+ speeds. In comparison Telstra’s line rental fee is $19.95 and Optus Direct’s line rental is $19.00.

Ironically, since Telstra will only offer ADSL2+ in exchanges where these competitors already are, it’s likely that people who do their research and opt for BigPond will probably be the ones who can only get 8Mbit/s.

Here’s some of the key competitors’ pricing, sourced from Broadband Choice.

Optus Direct ADSL2+
100 MB peak, 200 MB off peak, phone preselected to Optus $19.95
300 MB peak, 600 MB off peak, phone preselected to Optus $29.95
2 GB peak, 4 GB off peak, phone preselected to Optus $39.95
7 GB peak, 14 GB off peak, phone preselected to Optus $49.95
20 GB peak, 40 GB off peak, phone preselected to Optus $69.95

Internode home ADSL2+
20GB $59.95
40GB $79.95
80GB $119.95

iiNet ADSL2+
500MB peak 1GB off peak, with phone preselected to iiNet, $29.95
2GB peak 4GB off peak, with phone preselected to iiNet, $39.95
7GB peak 14GB off peak, with phone preselected to iiNet, $49.95
10GB peak, 20GB off peak, with phone preselected to iiNet, $59.95
20GB peak, 40GB off peak, with phone preselected to iiNet, $69.95
40GB peak, 40GB off peak, with phone preselected to iiNet, $99.95
60GB peak, 60GB off peak, with phone preselected to iiNet, $129.95

TPG ADSL2+
600MB peak $29.99 (excess usage charged but capped at $59.99)
3 GB $39.99
15 GB including VoIP service $49.99
18 GB $49.99
25 GB including VoIP service $59.99
30 GB $59.99
50 GB $89.99
100 GB $129.99
Different DSLAMs to other ISPs

Telstra is using Alcatel ADSL2+ DSLAMs, which are different to the Ericsson ones used by iiNet, Internode and some other ADSL2+ providers.

Firmware for ADSL2+ modems sold in Australia has largely been tuned for use with Ericsson DSLAMs due to their prevalence.

Modem testing carried out by APC in June 2006 showed that tweaking small DSLAM parameters could have huge effects on real-life throughput of modems, and that there was real variance in the throughput speeds between different brands and models of modem.

The upshot is that modems that perform well on Internode or iiNet may not necessarily perform well on Telstra BigPond’s Alcatel DSLAMs.

Though other modem models may work just as well, if you want to connect to BigPond ADSL2+, your best bet would be to use the modem supplied by Telstra.

New HellGate: London Details

Electronic Arts and NAMCO BANDAI have released some new details on Hellgate: London and have also detailed the Hunter faction, the third playable character class in the game, the first original PC title from premier developer Flagship Studios. The Hunter faction joins previously announced Cabalist and Templar factions, offering gamers freedom and flexibility as they take up arms against the demon hordes.

Since the announcement of Hellgate: London we’ve had a lot of requests for a faction of characters that place an emphasis on player skill through mid-to-long ranged-weapon attacks, said Bill Roper, CEO and co-founder of Flagship Studios. By removing auto-aiming and target-locking, the Hunter has been designed to provide a game play experience which will appeal directly to FPS players.

Hunters are highly-trained ex-military operatives and members of secret government agencies who are most comfortable clinging to the shadows and dealing with threats in their own deadly ways. But after the Demon invasion, these rogues switched their crosshairs from human foes to the monsters now threatening their world, utilizing hyper-advanced weaponry that mixes new technologies and theoretical science to stay a few steps ahead of the Cabalists and the Templar.
The archetype of the Hunter is obscure, cloaked in mystery and subterfuge. In one way he is the Assassin, the Ninja, the knife in the dark. In other ways, he is the Ronin, a highly-trained warrior with no master. More, he is the Destroyer, a force of blazing gunfire and deadly accuracy that lays waste to any foe that stands in his way.
HELLGATE: LONDON combines the depth of role-playing games and the action of first-person shooter titles, while offering infinite playability with dynamically generated levels, items, enemies and events. The player creates a heroic character, completes quests, and battles through innumerable hordes of demons to advance through experience levels and branching skill paths. A robust, flexible skill and spell system, highly customizable appearances, and a massive variety of randomly generated equipment allow players to create their own unique hero.

Whirlwind of Vietnam: UH-1 - QnA

G5 Software, the studio behind the Whirlwind of Vietnam: UH-1, has been revealing various details regarding its upcoming game. In order to address various questions which may have come up, Nikita Gerasimov, lead designer of Whirlwind of Vietnam has been kind enough to answer some questions:

Why did you pick up this certain period of history for your game?

This period is extremely interesting because it was the time when methods of warfare started going through major changes. New control systems were being introduced, new military branches were appearing, entire doctrines were emerging and developing. And speaking about the development of a helicopter simulator, this conflict gets a special meaning, because the helicopter is a symbol of the Vietnam campaign.

What is the target audience of the game? Is it a hardcore sim like Enemy Engaged, an arcade like Comanche 4 or will it hit the tastes of the broad public like IL-2 Sturmovik?

At all stages of Whirlwind of Vietnam development, we tried to incorporate as many capabilities as possible that every player will appreciate. Environment settings, level of realism while piloting, target indication and orientation settings will enable everyone to determine their own priorities.

For experienced pilots we have created a realistic helicopter model, which is identical to a real aircraft both in the exterior and in air behavior. One will have to fight using this disobedient aircraft. But to be successful in this one must not only master the controls, one should also make good use of the flight map, thoroughly listen to radio chatter and scan the landscape, searching for the destination point.

An inexperienced person can hand over these functions to autopilot and fully concentrate on the action and the storyline, not getting distracted by the necessity to control the aircraft. If this is to tough for a player, one can switch on god mode and unlimited ammo and try to play “scorched Vietnam”. They only thing one gas to keep an eye in this case is to avoid collision with the ground. There are different types of gamepaly and different settings - we hope that different categories of players will appreciate that.

Whirlwind of Vietnam: UH-1 promises to lay special emphasis on development of action and movie-style atmosphere. How do you plan to tell the story of Lieutenant Douglas Quade, and what is the role of scenario scripts? Any scenario twists?

The plot in Whirlwind of Vietnam: UH-1 is of primary importance. But our main focus is not the life of Lieutenant Douglas Quade, but rather the extended operation in Vietnam’s Ia Drang Valley as seen by the eyes of our hero. Reconstruction of real historical events as they looked for their participant will make the game indeed dramatic.

The story is worth being shown from all angles that is why we concentrated on maximal authenticity. The operation in the Ia Drang Valley was the first large-scale offensive operation against the regular army of the Northern Vietnam. Units of the U.S. Armed Forces which used helicopters as means of transportation were actively involved in it.

Ia Drang nearly saw the repetition of the tragedy that befell the 7th Cavalry Regiment of the U.S. army during the Civil War, when cavalrymen were sealed off and suffered a crushing defeat. The same happened here - due to poor reconnaissance, a landing party of the 7th Regiment had to face an outnumbering enemy and was nearly crumpled. Only soldiers’ courage and commanders’ composure saved them.

Players will see and feel all of that. Though there will also be some surprises during the game.

Please tell us about the structure of the game campaign. What kinds of missions will we be assigned?

The campaign is fully devoted to the operation in the Ia Drang Valley, whose outcome was determined by helicopters. Pilots will have to fly several combat sorties using a heavily armed modification of the famous UH-1B and provide fire support for ground forces. However the game is not limited to merciless destruction of enemies. The game features missions that require not only quick reaction, but tactical skills for providing correct infantry support and choosing higher priority targets. Of course, all scenes are connected by a historical plot.

Fair Strike was criticized by many for the small size of its maps that provided no room for maneuvers. How big are locations in Whirlwind of Vietnam?

I do not think the two projects should be compared. Whirlwind of Vietnam: UH-1 and Fair Strike are on absolutely different levels. It we consider maps, for instance, in Whirlwind of Vietnam the operation area exceeds the standard size of a Fair Strike map more than a hundred times. Our game features 6,500 square kilometers of detailed landscape, and even the most exacting pilots will have enough room for maneuvering.

Is the player a lone warrior or will he fight in company of computer allies? Can he give orders to his mates, and how is this realized?

Of course, the player permanently interacts with other aircraft and helicopter groups. As to other crewmembers, we have developed a mechanism of alternating between the positions of pilot, co-pilot and gunners, which will allow the player to realize tactical concepts without having to issue orders, for instance, to open drenching fire at the enemy or to perform a dramatic bank in order to increase the firing angle.

Do we have to interact with other military branches, for instance, with computer-controlled infantry?

How can you do without coordination? It is natural that ground services guide helicopter teams, adjusting their missions and course. The teams, in turn, directly influence the situation on the ground, and responding to this situation, ground units launch an attack, regroup or change the position depending on the developments. In other words, helicopters and infantry influence each other’s actions in the most direct way.

Does the game feature squadron management? Can we choose a helicopter, the allowance of ammunition, or crewmembers for flying a sortie? As far as I remember, KA-52 Team Alligator featured a flight personnel morale system. Does Whirlwind of Vietnam have anything like this?

Missions are closely tied to the game plot that is why the type and role of the hero’s helicopter directly depend on the scenario. If someone is doomed to die or crash, he will die or crash, be sure about it.

A specific type of helicopter and an optimal set of armament, adjusted for this specific mission, are required to accomplish it. The player can examine his helicopter and his mate’s helicopter, check the allowance of ammunition, and elaborate a competent strategy of his actions proceeding from examination results.

Whirlwind of Vietnam: UH-1 allows players to occupy different positions in the helicopter crew. Can we alternate among them at any moment in time, or are there limitations imposed by the mission designer? How do you realize interaction with other crewmembers?

The player is free to take one of pilot seats or replace one of the gunners. There is complete freedom here: you can fire all weapons at the enemy, or you can fly banks, making the mouths of peasants and brothers in arms form an O.

When the player is in the gunner’s position, an autopilot takes control. You only have to take sight and press the button switch, and the helicopter will choose an optimal course by itself.

If the player is steering he will have to take care of the gunners, giving them more space for fire. Pilots’ seats allow equally good control over aircraft movement but they are different in the use of suspended weapons. Thus, the co-pilot cannot launch rockets, but is excellent at controlling machine-guns, making use of the outer suspensions’ ability to be controlled in vertical and horizontal planes.

The pilot, however, can control all types of helicopter weapons within the limits of the course. The player will have to decide what weapon is the most important one in this particular scene, and what position he should occupy aboard.

All crewmembers are independent personalities and they behave in accordance with the situation. Thus, gunners admire picturesque Vietnamese landscapes during the flight while listening to rock’n'roll in the vein of Jimi Hendrix or Jefferson Airplane. However they have no possibility to admire the beauty in battle, as they constantly seek targets and fire at them as soon as they get a chance.

What sources did you use when you worked out locations, the scenario, the flight model and the game atmosphere in general? Have you personally been to battle scenes of that war?

We primarily used the memoirs that describe the operation in the Ia Drang Valley. We went through a great many of Internet archives and scanned gigabytes of photographs and other visual materials.

Having chosen the scenes, we determined possible locations and created the campaign landscape, using a satellite map. The scenario is based on the historic operation in LZ Roentgen. At that point in time, the Vietnam War had not entered the dirty conflict stage, and raw recruits were still excited over fighting for their country and their idea, even on foreign soil.

Our special thanks goes to real pilots who took part in that war. Their memoirs are an ineffable mixture of pride and pain for those years, and these are the feelings that we could not but depict in the game. Such books as We Were Soldiers Once… And Young and Bell UH-1 Huey “Slicks” turned out instrumental in restoring the atmosphere of the events and in the work on the helicopter. Movies dedicated to the Vietnam War, such as Apocalypse Now, Platoon, We Were Soldiers, and Deer Hunter, were a big influence on the project, because they convey the spirit of that confrontation, which we also tried to render in our game.

Speaking about the helicopter, while creating its in-game model we used both technical data and our own impressions - we saw the UH-1B Huey with our own eyes while visiting USA.

A single plot is nice, but some people prefer dynamic campaigns similar to the ones that Apache Havoc and IL-2 Sturmovik offer. Will your game have anything similar, or are you only talking about a set of missions created by designers?

Whirlwind of Vietnam campaign is based on historic reconstruction that is why we are only talking about a set of designer sorties, each of them covering a certain stage of the protracted operation in the Ia Drang Valley.

What other helicopters, apart from the Huey, will we fly? Is there a big difference between virtual models and their prototypes as far as air behavior is concerned?

We offer the player only the heavily armed modification of the UH-1B: max maneuverability, max firepower. Availability of this only helicopter is a result of historic reconstruction.

The virtual UH-1B Huey is fully identical to the real prototype, not only speaking about air behavior, but also about the exterior and interior design. All knobs, toggle switches and measuring devices in the cockpit are in their places, and indicators of many devices are on. In general, a professional pilot will definitely not be at a loss here.

Using the virtual finger, the player can turn main toggle switches of control panels in order to select rocket launch modes, turn off the radio, test the notification system, etc. And if you are a sensation seeker, you can switch off the fuel injection pump right in the air and enjoy the sight from the cabin of the falling helicopter.

When we calculate the flight model, we take into account the takeoff weight, flight altitude, proximity to the ground, wind influence, the state of the helicopter’s components and equipment, the amount of fuel and armament aboard. We do not forget about such effects as air cushioning, blade slap, and ring whirl. The unique peculiarity of the UH-1, i.e. its two-blade rotor, resulting in vibrations already at cruising speeds, and details of the classic helicopter layout with the tail rotor, are not forgotten either.

UH-1 was a pretty difficult helicopter to handle. What kind of pilot skills are required from the player on the most advanced level? For instance, is it possible to damage the helicopter as a result of inaccurate piloting?

Indeed, it is not easy to steer UH-1B and we take the smallest details into account on the most advanced level. The player simply must know them otherwise he will be in trouble.

When the engine speed maintenance system is switched off, and the manual mode is on, the pilot risks either losing speed or overheating the engine. Skis may be bent or the helicopter may crash if the landing is awkward. Strong vibrations appearing when the helicopter gains speed signal the beginning of a blade slap. In this case the helicopter will lose the ascentional power and nose-dive to the ground if the pilot does not adjust speed.

Even a minor mistake may result in a crushing fall or collision. If the helicopter falls, it falls apart, or the pilot dies, and a collision results in various damages, ranging from common hull deformation to complete loss of steering control.

How much detailed is the helicopter damage pattern, from both physical and artistic points of view? How did you realize the ground hardware damage pattern?

The helicopter damage pattern takes into account the main components and systems of the aircraft, as well as their influence on the helicopter performance. For instance, damages to the tail rotor compensator will force the player to keep the helicopter on course manually, constantly using pedals (of course, if he has chosen max level of realism). If the steering-wheel shaft collapses completely, helicopter control becomes impossible, which will most likely result in a random fall. If you suffer a minor hit against the ground or a building, you will fly with deformed sides and landing skis.

At the same time, we take into account lubrication systems, the engine turbine, transmission, rotors, tracking equipment sets, the tail rotor shaft. Anyway, we guarantee that the player will learn about damages on time through the notification system or by seeing smoke coming out of the broken equipment piece, so that he will have time to get prepared for a forced landing. Crewmembers may die, too. And this is a human factor, as it is difficult to fight without a gunner or one of the pilots.

While calculating the damages caused to the ground hardware and buildings, we take into account the target type and the type of the munition hitting it. For instance, you are hardly likely to turn a house or a bridge into ruins by a machine-gun burst, but a rocket salvo can destroy them both.

What happens if the helicopter is shot down, but the player ejects himself, lands and survives? Will he be able to return to friendly forces on foot or even take part in a ground operation?

Unfortunately, helicopters of that time were not equipped with ejection seats or parachutes for pilots. Frailty of design ruled out hard landings. That is why if you take a look at onboard equipment and see that a trouble is coming your way, hold fast to the steering wheel. However, it will not help anyway, and you and your winged horse are bound to turn into a bloody mess with a shade of metallic color.

There is one exception - a hard landing at base, when the player can still be saved and the sortie can be registered. A fall en route, in the jungle always results in mission failure and crew elimination.

What armament types will the players have?

The game features standard helicopter crew armament of that time. The aircraft carries the standard XM-21 subsystem consisting of M134 six-barrel machine guns and HAP M158 seven-tube rocket launchers. Machine-guns are controlled by a moving pylon from the co-pilot’s seat, while 2.75 inch rockets are launched by the pilot. Gunners are armed with M-60 machine-guns adapted for firing from doorways.

Who will be our adversaries? What samples of hardware, both aerial and ground-based, will we see in the game?

Specific methods of combating air cavalry were developed on the territory under the U.S. control. Large-caliber machine-guns and masked riflemen posed the greatest danger for non-armored helicopters, and they are present in the game.

The U.S. is represented by Skyrider piston attack planes, UH-1D and CH-47D transport helicopters, army trucks and cars, riverine patrol boats. The players will see U.S. military bases in PleiMe and DucCo, as well as many villages typical for Vietnam’s central highlands.

Screenshots, with their high level of details are very impressive. Can you tell us about the NAPALM Engine and its capabilities? Was it designed from scratch to meet requirements of Whirlwind of Vietnam: UH-1, or is it an upgrade of already existing technologies?

The NAPALM Engine was developed on the foundation of our previous developments, but most of the engine is programmed from scratch, especially to meet requirements of serious sims, such as Whirlwind of Vietnam. The NAPALM Engine is capable of emulating hundreds of square kilometers of land with grass and trees. We also use SpeedTree technology in our game.

The difficulty in creating a pure helicopter sim is that the player can be in the cabin, seeing grass on the ground and leaves on the trees, and just a few minutes later he can be hovering several kilometers above the earth, looking at a vast area. At the same time, when the helicopter is climbing up, the picture must remain beautiful and detailed. We managed to attain this goal, and now we have an outstanding technology that can be used outside the realm of simulators.

The NAPALM Engine uses vertex and pixel shaders, can work with dynamic illumination, special illumination of inner rooms, stencil shades, mirrors and mirror images, water surfaces. Moreover, the engine initially contains a set of ready-made solutions for realizing explosions, smoke, dust, spatters, inverse traces, tracers, rain, specks of light on lenses. 3D sound and dynamic music are supported.

What computer will be required to see the game in all its beauty? What is the lowest level of system requirements?

Thanks to broad capabilities of setting graphic and sound nuances, owners of both advanced computers and simpler workstations will be able to enjoy the game. The minimal requirements are Intel Pentium 4, 2.4 GHz, and a video card with 128 Mb RAM (minimum Radeon 9600 or GeForce 6600). But one should really have a rather hi-end PC to see all the beauties of the game.

Is there multiplayer mode?

I will have to disappoint you. Our game is devoted to the War in Vietnam. Helicopters of that time were not intended for extended battles. The reason is simple: there was nobody to fight in the air. Multi-role and transport helicopters form the core of a helicopter squadron of that time. Such a multi-player game is a sophisticated and maybe beautiful sight, but it absolutely lacks dynamics.

FFXI Pack Comes to US

Square Enix announced that the FINAL FANTASY® XI Vana’diel Collection 2007, created exclusively for Windows, has shipped to retailers across the nation. This collection contains the FINAL FANTASY XI stand-alone product, the Rise of the Zilart, Chains of Promathia and Treasures of Aht Urhgan expansion packs, and a new foldout Quick Manual including a world map and a starter’s guide, all in one convenient budget-priced package.

FINAL FANTASY XI is the first massively multiplayer online role playing game capable of simultaneous multiplay across three different platforms, allowing players to take up arms together on the PlayStation 2 computer entertainment system, Windows, or Xbox 360 videogame and entertainment system from Microsoft whether they are in North America, Europe or Japan. Now in its fourth year of service, FINAL FANTASY XI boasts more than 500,000 active subscribers and more than 1.7 million player characters from around the world.

In FINAL FANTASY XI, players embark on numerous adventures through vast environments in Vana’diel, a persistent world with over a hundred areas to explore, including mountains, forests, glaciers, deserts, oceans, rivers, castles and dungeons. FINAL FANTASY XI lets players create an alter ego to traverse the world of Vana’diel and gives players the opportunity to form parties with others or play at their own pace. The expansion packs Rise of the Zilart, Chains of Promathia and Treasures of Aht Urhgan are included, adding new jobs, areas, monsters, items and quests while continuing the storyline in new and exciting ways.

The FINAL FANTASY XI Vana’diel Collection 2007 is available exclusively for Windows at North American retailers for a suggested retail price of USD 29.99.

Sega Grabs Iron Man

SEGA and Marvel announced that they have entered into a worldwide licensing agreement whereby SEGA has secured the exclusive rights to develop and distribute video game titles for all platforms based on Marvel’s Iron Man property. Under the multi-year agreement, SEGA has been granted the exclusive interactive rights to develop and distribute games based on both Marvel‘s Iron Man feature films and the classic comic book iterations of the character. The Iron Man agreement represents the first step in a strategic partnership between Marvel and SEGA to bring at least one additional Marvel Super Hero property to next-gen platforms.

The first Iron Man project produced under the license agreement will be based on Marvel Studios’ highly-anticipated Iron Man feature film starring Academy Award Nominees Robert Downey Jr. and Terrence Howard, and directed by Jon Favreau. This project, the first feature film to be produced independently by Marvel Entertainment, will blast into theaters May 2, 2008.

According to Simon Jeffery, President and COO, SEGA of America, The Iron Man history is filled with compelling and intriguing characters and stories, and with the power of the next-gen systems, SEGA will be bringing these characters to life like never before.

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