View Full Version : Storm of War: Battle of Britain updates

March 2nd, 2010, 16:44
decided to consolidate some of the links in other threads and if anyone has anything new to add reply to this thread..

http://forum.1cpublishing.eu/showthread.php?t=6909 Oleg's thread @ 1C
First video
Pilot's animation

March 19th, 2010, 11:17
some newer video and screenshots..
http://forum.1cpublishing.eu/showthread.php?t=13669 3/5/2010

http://forum.1cpublishing.eu/showthread.php?t=13841 3/12/2010

http://forum.1cpublishing.eu/showthread.php?t=13976 3/19/2010


April 2nd, 2010, 00:19

April 4th, 2010, 10:56

April 19th, 2010, 13:53

April 23rd, 2010, 07:36
Friday 2010-04-23 Video Update

Oleg :


First viseo is from the game engine. WIP. Movements, colors of grass, leafs, etc are still not tuned. Was tuned but with the last changes of physics lights laws need to be tuned again. Later.
Second video is from viewer tools (will be posted during 30 min)



April 23rd, 2010, 07:47
Friday 2010-04-15 Development Update


Remind you, this is WIP, shown in tools.5404540554065407http://www.sim-outhouse.com/sohforums/images/misc/pencil.png

April 23rd, 2010, 07:53
Aircraft in Development:





April 23rd, 2010, 07:58

German and UK ballons. The Waft of wind resulting a motion of cordage (ropes)5412


Planes inner structure:


Possible damage:


April 30th, 2010, 07:21
Friday 2010-04-30 Dev. update


1C director Boris Nuraliev and Oleg Maddox demonstrate the Il-2 and
new computer technologies to the president of Russia Dmitry Medvedev.



There was some questions about rotating wheels on the ground models. Yes they are rotating, working suspesion (on tanks it is especially a bit simplified for the high FPS, but on cars - completely working in 3D models. However on tanks it is anyway looking like real in most cases)


April 30th, 2010, 15:10
Ju 88 Cockpit:


He 111 cockpit:


May 7th, 2010, 11:43

May 27th, 2010, 13:32

June 1st, 2010, 08:49
Hello Redriver, you were faster than me...:wiggle:

Anyway, here are some more shots from the same update, and Olegs comments:

First shot with ground - grass was switched off. I escpecially selected inclined surface that to show buildings - they are placed correct, not like many Il-2 buildings in the past "hanging in air" in the same situation.

Second and third shots - there are "wireless" pillars. Don't worry.. really they are with wires. Simply not everywhere yet.

And later will be more details on such real time rendering pictures... maybe even as graphics option. Because all these fences, bushes, etc, that making picture more real, eating too much in a fligth sim, when we are rendering a lot of them on the really great size surfaces and with much greater vsisble distances, comparing to other genres of the games.


June 1st, 2010, 08:56
..and some more:


June 4th, 2010, 01:03
..and some more:

it's really unbelievable Nausica, hope this waiting wouldn't last so much!

June 4th, 2010, 07:01
Friday 2010-06-04 Dev. update:



colors/contrast on the ground are not final. We will tune them till the end of the project due to changes in lighting and other features.
Please pay attention that the holes of barrels now open on spitfire that works like it sould be in real





June 4th, 2010, 07:03
and some more:





June 11th, 2010, 17:39
Update June 11, 2010

Unfortunatelly, today I wasn't able to make new shots. On my PC compiled version was crashed all the time today and guys found why too late (I tried to build special missions for screenshots). So I will show these that were done more early.






June 16th, 2010, 12:22
Naus, I cannot see your pictures, they are red Xs.

June 16th, 2010, 12:43
Anyone else having this problem ? I can see them just right.

June 16th, 2010, 15:23
i don't even see the x's....

June 16th, 2010, 17:19
x's for me too

I right clicked the boxes... copied the URL and then pasted into a new tab.... leads me to a 1C forum login page.

June 16th, 2010, 17:39
oh ok...now I get it, you can't see them because you are not member of 1C forum! Very interesting, I didn't know this. I will upload them tomorrow via another way.:salute:

June 18th, 2010, 09:30
Friday 2010-06-18 Dev. update

Trees in cities are currently turned off to test final buildings placement - rest assured our cities will be green for release!

The trees are still being improved, it's not the final version. As I told earlier – we will tune everything in every detail till end of the project…and then will improve for the next project http://forum.1cpublishing.eu/images/smilies/icon_smile.gif

So don’t worry about some graphic and colors/lighting glitches that somebody may see on these screenshots.

Water (separate image from programmer’s PC) – is one of the various types in testing. The coastal and shelf (underwater) textures are not present on the shot (in progress).


June 18th, 2010, 09:56
Questions and answers:

Dano: Looking great, slightly concerned at the lack of any elevation in any ground shots though.

There are elevations... and they are seen on the shots, however shown places where they are too small. Look on the shot with the Hurry over water.

PS. For elevations we use satellite data

KOM.Nausicaa: I absolutely loved when you introduced morning fog in IL2 -- that was amazing back in the time. With morning fog hanging in river valleys and such. Lovely !
Will you do that in BoB SoW ? (guess you will hehe) -- and do you have screenshot ?

Yes, it is. Too early to show

Flyby: Oleg, things seem to be coming along nicely. I am happy to see that there are options regarding weather condition in the FMB. Thanks to you and the team for the effort in trying to post regular update screen shots. It's a great boost to look forward to and see these regular updates. It also makes the waiting just a bit more tolerable (and keeps your Sow_BoB junkies off methadone!)
Flyby out

You are the first who noticed it. I placed this shot with two targets: one is wather and another - to show the quality of the ship

The first target to show that we keep main features and use of Il-2 FMB which will be very useful for Il-2 players. And then we add a lot of new features in the same frame of use like the old one. We keep even most hot buttons or button + mose controls the same.

In the gmaeplay we have two controls of views - the new one due to more greater use of muse (clicable cocpits) and by the switch - same as in Il-2.

Everything for easy transfer from old to the new one... by other words - in terms of user friendly transfer.

Zapatista: Oleg,

excellent looking new shots, the scenery is looking very good already ! also excellent distant visibility, the horizon looks very good with distant objects/shorelines visible.

one observation: looking at the scenery shots one thing seems to be missing with the country houses, there are no gardens around them ! it makes the houses look a little odd just placed in the scenery like that (even if there are roads/driveways leading to them)

question: will there be time for the final release to have some gardens and fences around the countryside house ? could work with making 3 or 4 fence types (picket fence, wire fence etc), and 3 or 4 garden types (just short grass, medium grass, some scrubs or flowers and grass. for ex). mixing the fence and garden types randomly would then give many combinations that add variety to the scenery.

It is a great manual work... now two persons working over it. I hope in most places you will see these details. Many of them were done in 3D models. As well as many special nice details for the airfields that make them looking lifelike.

And as the samples of manually painted textures we use the photos. Modern and old of WWII time.
Not all things is possible, but we try to make everything looking like it was at 1940... Hard to find enough color material for that.

Flip: I have a little question regarding the clouds:

are there plans to include different cloud types (especially the high altitude ones) ?

Yes we will have several types. Answered several times in the past.

335th_GRExandas: Hi Oleg truly great work!!

1. How close (in time) is it to see a dogfight movie (spit - emil)?
2. Please post at least 1 photo with a damaged emil inside and outside
(random damage) to see.

Thanks in advance

We have new specialists for the effects. When they will be done then we may post video. At the moment I dislike to show too much.

You know we are posting our work not like others. We show all in details step by step, but not the only final videos and shots. We show real work in progress...
Really it is my own input(principles) coming in game industry more than 10 years ago, that some developers also copied.

philip.ed: So Oleg, how are colours going to be modelled for the fields. Is the scenary going to be fluent, in the sense that if I drove down any of the roads, there wouldn't be trees in the roads or the fields will all fit together well?

Yopu may see already that we have all roads clear, even in forest under the crowns of trees. However we have not yet bridges. This is also great manual work to place them in the right places of the rodas and rail roads (and some part auto). The dark lines on the map on the shots - rivers. Also I noticed in the text of update that we have some glitches that we should correct till end (means some glitches of textures as well).

Repeating: for our textures we use satellite data and photos of WWII time - mix. That to make it looking not like it is now, but more close to WWII time. And really it is not easy to find all things now for all surface of the map.

Feathered_IV: The planes look very beautiful Oleg. May I ask, will your BoB have the big raids with 3-400+ aircraft in the sky at the same time? or will it be more the smaller battles with 50-60 aircraft, like in Il-2?

t may depends of the PC power and altitude of flight. As more close to the ground more power PC you ned that to render many aircraft at the same time.
Can't say you exact amount of aircraft in the air. Simply because the full graphics settings are not finished yet.

zodiac: By seeing the great reflections on the cockpit glass, I was wondering if they will be visible from long distances. I remember from the times I was in an airplane that reflections on the ground really caught my attention. It would be nice if you could spot planes from long distances by those flashes.

I hope yes. Right now it isn't like in real life. But I would like to have it realistic and not like the all the time winking. It should be really rare effect and almost not visible in some diection and distances.

Ok, hard to explain with my poor English... Simply I want to get it not like the hack... We will see in final...

KaHzModAn: in the screens with the Hurri being at a pretty low altitude, we don't see any grass, was it desactivated for the screens or is it just still too far to see it ?
i can say it would require a lot of PC ressources to have them from a good distance so, will this be an option ? scalable ?

The grass take a lot of resorces in the fligth sim (great surface covered to show). So it is switching smoothly off at some distance. Currently it is neccessary.

June 18th, 2010, 10:04
the making of ~Storm of War~ war machines part 1


the making of ~Storm of War~ war machines part 2


June 18th, 2010, 11:08
Images from June 18th 2010 -- hope they display this time. Please tell me if they don't ! (click to enlarge)





June 18th, 2010, 11:17




June 18th, 2010, 11:35
Friday 2010-06-04 Dev. update (click to enlarge)

10761 10762 10763


June 18th, 2010, 12:29
Friday 2010-06-04 Dev. update 2 (click to enlarge)


June 18th, 2010, 12:34
Friday 2010-06-11 Dev. update


June 18th, 2010, 12:45
Questions and answers with Oleg:


Originally Posted by Abbeville-Boy
oleg, nothing for E3 to show off

In my personal opinion, except meetings with some old friends this is the most incorrect place to spend money that is better to invest in development...

Originally Posted by lbuchele
Hi, Oleg.
As time is passing , there is a rising curiosity about system specs.( at least for me)
Do you think we can have a hint anytime soon in the current stage of development?

earlier I told that we will say when we will be close to release.
However now I can say that as more power - more better anyway, like for any other good and looking excellent game.

Originally Posted by furbs
Oleg...i know you cant say yet about release or system specs...but are we going to see a SOW website soon?

Can say about website at the moment. It was started already several times....It isn't the work that are doing somebody in our team..

Originally Posted by jocko417
This is off topic a bit but I only thought of it as I was falling asleep last night.

Oleg, would it be possible to include the ability to view skins in a viewer program of sorts, like the object viewer, and have the ability to refresh the textures on the 3D model?

One of the biggest delays for skinners is to have to go in and out of the game each time they want to check the progress of the skin they are working on. Having to shut down and restart the game to load the new textures each time takes a lot of time.

Aces High 2 has a skin viewer program that can be run separately from the game and only requires you to hit a refresh button to reload the texture on the model so you can check your work a lot faster with this program running in the background. I'm not asking for a separate program, but if an object viewer is to be included in SoW:BoB, could we have the ability to view different skins and refresh these textures on each model with a button click? Would save a lot of time for skinning

If we plan the tools for third party, then we plan viewr of models...
However i don't know at the moment if we will have also viewer for all models that to look just textures.

Originally Posted by major_setback
Oleg - All attention (on the English speaking forums) is on English objects/buildings etc.
Will French towns/villages be modelled in SoW:BoB too?

The map is. Then the objects on the map also.

June 18th, 2010, 12:55
Questions and answers with Oleg:

Originally Posted by jermin
The lighting effect is just gorgeous!

Couple of questions for Oleg:

1. Are you planning on a testing tool to aid those FM and WM testers to test top speed, climb rate, turn rate of a specific aircraft or muzzle velocity and shell dispersion for a spicific weapon.

2. Is the beta testing Team Daidalos metioned earlier has something to do with BoB?

At the moment I can't say anything.
I only know that FM will test at least two real pilots and one of them - australian with experience to fly old timers, my very good friend

Originally Posted by Aeronautico
I jsut looove the way you STFU to all disbelievers, eventually! lol

As more later... more things will be shown....
Like in the past with the first release of Il-2, who still remember it.

Originally Posted by SlipBall
The shots look great, the damage is very real looking. I am still wondering if the aircraft rubber tires can be damaged "flat tire"...thanks for the up-date
Great job Oleg. Never had a doubt.

Yes. Can be damaged. Main wheels tires.

Originally Posted by philip.ed
Are the landscape shots from up-above still showing WIP terrain?

Yes still wip. Maybe in the next update will show how it is really looks.
We still have some problems with the far distance for the trees (not our own engine for them...) - some bugs, so simply we switch them off on such great distances together with other objects on the surface, so it looks not like it should on the great distance.
PS. rememer one thing, as more we add on the great ditances - more power we need for calculations. We have very close to real things calculation of visibility in athmosphere with the best settings... be ready if you like to get all things maxed out

June 18th, 2010, 12:57
Dev. update earlier this year:


June 18th, 2010, 17:40
Naus, everything came through loud and clear. Thank you very much for the extra effort. Maybe, just maybe I will go for an updated computer when the BoB comes out. The detail work is amazing, right down to the paint worn away. This is truly something.:applause:

June 19th, 2010, 08:39
Great to hear it worked this time ! :wavey:

BoB has some totally new features for combat simming:

1) never seen before realtime weather calculations with moving air layers, thermic layers, windgusts etc. You'll never know how the weather will be when returning home !

2) revolutionary AI, with limited vision according to actual shape of the cockpit. AI "learns" the longer the unit stays alive, AI can be "frightened", "tired" etc.

3) civil traffic in towns and cities

4) realtime calculation of paintlayers (skins) -- paint will wear down realtime as you fly, are in combat etc

5) usable AA guns, drivable cars etc

6) transparent water, with real depths based on data

7) training aircraft and lessons in the sim

and much more :salute:

June 19th, 2010, 15:12
Friday 2010-05-04 Dev. update


June 19th, 2010, 15:14
Friday 2010-05-04 Dev. update 2


June 19th, 2010, 15:18
Lightning features


June 19th, 2010, 15:41
What kind of team does Oleg have to do all of this work?

It looks absolutely stunning. That spitfire cockpit is incredible.

June 19th, 2010, 17:26
That spitfire cockpit is incredible.

And it's clickable --

The team is rather small - about 15 people. All planes and cockpits are done according to actual factory blueprints. The sim is since 2006 in development - about 4 years.

June 19th, 2010, 19:50
Very nice texturing on the models. About as real as it gets. Fantastic workmanship.

I'm subscribing to this thread for future updates.

Thanks for sharing everyone :)

June 20th, 2010, 07:38
There will be more soon !

June 22nd, 2010, 06:52
Grégory "PB0_Foxy" Lemasson: Visit of 1C Studios in Moscow (part 1)
Special interview and insights in SoW:BoB


Grégory "PB0_Foxy" Lemasson
great thanks to jvmasset & krasno for the translation!

I got acquainted with Oleg few years back acroos beta-testing.
It had been a while I considered going to Moscow in order to meet him and talk directly instead of by mean of a computer monitor.
So there I went on February 16th in a flight toward Moscow.

On the 17th as it had been arranged with Oleg I went to his studios in Moscow for a small visit and the opportunity of an interview.
After ringing him Oleg came to fetch me in the street down his office. Once we passed the security filters where I was nicely asked my passport I found myself in the middle of the very studios where IL2 was born and BoB was being created.
I had barely come in when Oleg walks me all around the place! There are a lot of stuff to see and I am going to be in for quite a show!

Oleg introduces me and I show him the comic books of Romain [Hugault] which attracts all the studio's programmers like flies! It is not every day that a french comic book is using the russian front as background (these books garnered a lot of interest!)

This was the time Oleg let me in the hands of his lead programmer Roman Deniskin. Indeed Roman is in charge of the programmation of engine management, damage model, aircraft systems, structure and so on...

He begins by giving me a demo of his work loading a quick mission with a Stuka.

Then I got my first big surprise: Roman is busy starting up the Stuka and its systems using his mouse, clicking here an there!!! This is the first big new: the cockpit is clickable!

Roman completes his starting procedure by switching the sight on and adjusting to his preferred brightness.
Then come the take-off and the initial climb, everything goes well when I notice that as we are climbing higher and higher ice is forming inside and outside the windshield!
I mention this to Roman who then looks at me smiling and just look toward the right cockpit console and clicks the windows de-ice button!!!
A light goes on then on the Junkers instrument panel and the ammeter reacts, confirming the de-icing system is on.

Happy with his little surprise Roman decides to show me something else on the Stuka, he begins showing the new physics engine and has fun letting mortar shells fall besides the Stuka on the ground. There is no possible comparison with Il2 anymore, the blast of the explosions damage objects and may even disturb them. As soon as he gets too much near the Ju87 it somersaults and and gets half destroyed with a thick pall of smoke.
The smoke effects are brand new and Oleg takes the opportunity to explain that they will be influenced by the wind.
The weather will be fully dynamic and the wind cones will be usable.
Roman carries on with demos of the Junkers damage model. He is using his mouse and select an english .303 weapon. He then clicks like hell on the Stuka and explains that all small caliber bullets will be taken in account in the aircraft DM and indeed after two dozens of mouse clicks I notice after every click a hole appeared in the aircraft fuselage at the exact location where he clicked.

For shells the behavior will be a bit different as visually the effects will be similar to IL2 but the damages themselves will be modelized within the internal structure which has a very detailed modelization.

June 22nd, 2010, 06:58
Grégory "PB0_Foxy" Lemasson: Visit of 1C Studios in Moscow (part 2)
Special interview and insights in SoW:BoB


As a conclusion Roman explains to me the different circuits and systems which will be part of the damage model and the evolution in respect of our beloved game is impressive indeed.
He shows me that many subsystems of the engine are modelized like for instance the oil pump, the hydraulic pump and more surprisingly engine pistons!
Indeed he starts the engine of a Tiger Moth and the slows the simulation time! There we can watch the exhaust smoke out of each pipe one after the othe and this not just eye candy...this is part of the damage model.


I have seen enough and let Roman to his work to look for other stuff! Oleg takes me to the 3D-modellers which are having a titanic task!
Not only because the internal structure is modelized but also because Oleg asks them to optimise their 3D models to the maximum extant in order to improve game smoothness.
There is no doubt however that a lot of progress has been accomplished in this respect.
I am shown the Bf-109E3 cockpit which is absolutely beautiful especially with light and shadow effects.

Oleg takes advantage of the discussion to show me the documentation they use and it is very simple: for this aircraft (and for many others) he makes use of the original manufacturing drawings of the builder he keeps a permanent contact in.

Then we go to see the people working on vehicles. Once again precison and optimisation are the master words here!
Oleg shows me how his modeller used a vehicle to create another one.
They are quite smart at Maddox Games and they use nifty tricks to gain time.
Oleg explains that on some vehicles the payload will be parametrable and this will have consequences on this vehicle damage model!
For instance a fuel-laden truck will not react to straffing in the same way as it were empty.


They also showed me the modelling of the buildings which will be present in the cities !
Some of them will include animations, like the London bridge (which will open itself when needed to let boats pass through) and Big Ben which will be synchronised with the mission time. Maddox Games really goes far into realism...
Oleg explained to me that at the moment the London Bridge is blue, but was brown in 1940... They of course modelled the bridge in the accurate colour. He showed me as well that by changing the texture of a building, you can change his whole aspect, which is handy to gain time while having a good diversity in the cities.

June 22nd, 2010, 07:05
Grégory "PB0_Foxy" Lemasson: Visit of 1C Studios in Moscow (part 3 and end)
Special interview and insights in SoW:BoB


Another detail on which they worked is the modelling of the pilots !
When in IL2 we had only one pilot whose uniform color changed, BoB will bring a whole lot of different pilots, in totally different clothes ! Even parachutes will be different... Indeed Oleg told me that the English parachutes were steerable, while the German ones were not at the moment. They are different in the game as well...
Thus Oleg's team dedicated itself to the modelling of all these differences.

The DM of the ships also evolved and are now more complex, so the straffing will have a measurable effect on the ships. Each ship will be divided in several sub-assemblies which will bring a lot of immersion. A seabed was modelled, and the wreck of a ship will have an impact on the water surface and the waves.

After a good meal offered by Oleg we get back in the office, and spend some time with the team responsible of the map.

The person working on it is using an old map which he superimposed on his modelling tool and is reproducing all the ancient roads exactly where they should be ! I think that it's really insane to give such a hard work to the team, but in a way, that's why we love Oleg's games !
Oleg gives me informations about the new textures they will use and told me that his photo experience helps him a lot to get the most realistic textures possible !
For those who do not know, Oleg is gifted for photography and is known in this field ! He often tests the last Canon cameras and is a specialist in underwater photography... I advice you to visit his website, you will be able to see by yourselves what he can do : http://www.maddoxart.net/

1100911010 (http://www.maddoxart.net/)

After this most interesting visit, Oleg met me in his office to answer the questions of my interview, most of which coming from C6 members.

Let's begin the questions ! The answers were given by Oleg Maddox(OM), Dmitry Soldatenkov(DS) and Roman Deniskin(RD).

- What kind of new improvements will be done about the AI in BOB ?
DS: AI is more proficient in interacting with other units and acting in large groups. It employs varying tactics in both attacking and defending, and looks more personalized as AI skills may vary from unit to unit.
OM: I would say it is simply way more complex AI than in IL-2. If with the release of original Il-2 users were impressed with the most “humanized” AI behavior on the market… Then with BoB you will be more than impressed in comparison to any flight sim.

- Will clouds, night or sun affect AI behavior ?
DS: Yes, as well as the shape of the aircraft, AI skill and level of awareness all count in its ability to see and distinguish targets.

- Will the interaction between players and AI be improved ?

- What kind of new improvements will be made about the FM in BOB ?
OM:Will be more precise for each aircraft, and a more complex model of internal airplane structure adds more details into its behaviour.

- Will the icing condition in high altitude be simulated ?
RD: Yes. At least it is working now in code – it is not so a dramatic effect now for the airframe, but has a strong effect on the engine and prop.

- What kind of new improvements will be made about the DM in BOB ?
OM&RD: It is a mix of Il-2 and new DM. Better to say some part - the way more complex than Il-2 type DM (improoved due to more complex internal structure) plus actual hits (holes) shown for the small caliber weapons.
And in general in short words - more complex interaction of DM due to way more modelled details of the internal structure.

- Which aircraft systems will be simulated in the game ?
RD: All listed. Even more : all the listed systems are modelled, they can be damaged, they wear down from abusement, and they affect each other as they perform. Say losing hydro pump from a stalled engine will shut the hydraulic-operated landing gear, or abusing electrical system would degrade plane electrical instruments, and if you try to press out pneumatic-operated landing flaps with a battle-damaged pistons, you would lose pressure in braking system as well, and so on, and so on.

- Will we have a clickable cockpit ?
RD: Yes. As an option.

- In Il2 we had 2 main playing methods : cooperative or dogfight.
Is there anything new about that ? A new playing method ?
OM: There will be similar to old modes and completely new. Say in dogfight will be possible to fly bomber with multicrew positions... just one sample. There will be possibility to connect and replace the bot, if there is permission for that action (many options to limit or to add in settings).

- Will it be possible to reload guns from the gunnery stations in the bombers ?
RD: Yes, but simplified at the moment.

- How will the engine management be improved ?
RD: It is too much to tell – the engine model itself is a very complex one, and includes many features of a real aircraft. In full-real mode you are to operate the range of controls – from throttle to mixture, wep enablers, radiators, carb heaters – and failure to keep the engine in its limits would result in premature wear, loss of performance, and failures. This applies to all-out full real, you can change into a il-2-like simple system where you can’t damage your motors whatever you chose to do.
- Will it be possible to rearm and refuel in a cooperative mission ?
OM: Proabbly. The question is how to make it looking more or less realistic but at the same time to keep playbilty. Speaking about many aircraft in reality the ground crew wasn’t able to refuel (rearm) them for a shot time... Do you want to sit (wait) in the cockpit for a couple of hours?
- How the radar will improve the game ?
OM: It will work according to their real life features (including speech). For German and British side – by different way.

- The radio chattering is really important for the atmosphere especially during the BOB because there were a lot of different nationality of pilot and there was a lot of radio guidance due to the radar
What kind of new improvements will be made about that in BOB ?
OM: Totally new speech engine

- What kind of new improvements will be made about the user interface in BOB ?
RD: Absolutely new GUI. Nothing common with IL-2. With lots of new ways to customize your controls and personal aircraft set-ups.

- Will it be possible for some human players to exchange positions if they are in the same plane ?
(we have already talked about that but if you can give me more details …)
OM: If the pilot killed and gunner would conrol aircraft? Should be possible, however the body of pilot must be disappearing. This feature is under question.

- What kind of new improvements will be made about the FMB in BOB ?
OM: Copy-Paste, including many objects at once and completely new features. But general interface we’re keeping like in Il-2 – more easy to learn when you are experienced with Il-2 mission builder.

- Will you release tools or technical information about the things that will be need to be worked by third party, like maps, adding 3d models (humans, vehicles, buildings, ships, and so on) previously to the release of BoB?
That way, we can start gathering information while we wait for the sim.
OM: After release. Some things are impossible to release untill the time when we’ll get final version. It is separate work. The core is ready, but some simple user interface will be later. Also, to make instructions – that is a big deal and time. So I don’t expect the release of external tools for third party right with the release. But I personally hope that it may happens soon after release.

- What kind of things will it be possible to do for a third party ??
OM: In time, not right with the release – all these things: Aircraft, ground and sea objects with AI (then possibly controllable by player), new maps. But size of maps will be limited. We will make big maps only ourselves that to go for the next sims in a series...
Will we have a victory sharing system in the game ?
OM: It is possible
- Will the game be compatible with the 3D technology ?
OM: Such things define now only graphics cards, their drivers and power. We don’t need really to make anything special.

- Will the game be compatible with the triple screen technology ? (Triple Head Matrox)
OM: Yes.

- Will the game be optimized for the multithreading processing ?
OM: Yes.

- Will we have more human’s life on the ground ?
OM: In time - possible. Now all things depends of our own speed of work. And how many different types of human (soldiers or even civilians) will be in the sim – just god knows. We plan many. But can’ say right now how many will be in release.

- For the track IR user. Did you think about a head movements limitations according to the G factor ?
OM: Yes. And according cockpit (canopy glass) limitations as well 

- Will the weather be dynamic ?
OM:Yes. Very complex code. Details – more close to release.

- Will we have the trail wind from the other inflight planes ?

- What kind of new improvements will be done about the sounds in BOB ?
OM:Completely new 3D sound engine

- If you were a normal player what would you like the most in the game ?
and what would you like the least ?
OM : I personally would like to have simulation with elements of the gameplay.
Or by other words I would like to have the good game, that we may really name by this word : s_i_m_u_l_a_t_o_r. Last time I didn’t see such games, offering these both features in comparable level between each other.
In additionall we also need to implement so easy settings of customizable difficulty level that would be useful for complete newbies.

- Will the oxygen system be functionnal ?
OM: If you mean manual use of oxygen mask then I would say yes. As an option of difficulty settings.

- How Will you change the black out system ? (for positive and negative G)
OM: We don‘t plan to change it in graphics. But just small changes will be in program code. In Il-2 it was almost optimal replacement comparing to the real life.

Now the interview is finished , just a little photo finish :)


June 23rd, 2010, 16:11
This looks like it is going to be the flight sim of flight sims. :applause::applause::applause:

June 25th, 2010, 08:12
Friday 2010-06-25 Dev. update

On the first couple of shots: Hurry drops the fair shadow on to another plane.
look for the covering of MGs..


June 25th, 2010, 08:15
Friday 2010-06-25 Dev. update

more pictures...


June 25th, 2010, 10:15
Video with latest screenshots :


July 2nd, 2010, 11:51
Friday 2010-07-02 Dev. update


July 11th, 2010, 13:21

Originally Posted by Oleg Maddox

As I told we will tune graphics, effects , etc till final end. However all is working nice. Just to be sure - all will be even more better http://forum.1cpublishing.eu/images/smilies/icon_smile.gif
Today is a bit unusual update. I want to show some features of engine for the future modeling.

Here is the view from 200 m to 40 km with modeling of atmospheric physics (contrast of hills/mountains at highest altitude will be more nicely tuned later) :

July 11th, 2010, 13:26

Originally Posted by Oleg Maddox

Just to remind: still WIP
You may see that we are thinking about third party developers and our own upcoming after BoB titles using this engine http://forum.1cpublishing.eu/images/smilies/icon_smile.gif Hope you all understand what I mean.

July 11th, 2010, 13:30
http://forum.1cpublishing.eu/showthread.php?t=15485 (http://forum.1cpublishing.eu/showthread.php?t=15485)

Originally Posted by Oleg Maddox

Final part of today's update.
On the third shot - still in tunings trees and ground (depending of video card). Dots there - its tracers in pause. Currently they are looking as dots in pauses when we grab screen shots.

Notice: Next week Ilya will post update with some new screen shots. I will be in vacation next week

July 11th, 2010, 15:18
Big news this week : The map is a sphere, earth size. (only game map is modeled however)
The 'sunset' pictures are actually Oleg raising the camera to 40,000 meters in order to show the curvature of the earth.

July 11th, 2010, 15:21
yep that just about makes the expansion capabilities of the game endless...

July 13th, 2010, 18:44
You know, it's so strange - you never really hear anything about this game. It's only been in development for how long?...

July 13th, 2010, 20:09
yeah its been a long time in development but from what i understand its a really small team...and i think they basically started over from scratch a couple years ago...Nausicaa may know more about that...but all the recent screenshots and videos have convinced me that it is going to be quite impressive when its finally released.

July 14th, 2010, 04:39
"Not hearing anything about this" is quite relative you know -- depends where you are. In Russia, Oleg is almost a national hero in the gaming community, and 1C the biggest game developer hands down. 1C and Oleg are present at many conventions and festivals over there, last time the president of Russia came to visit. A lot of the lack of information in the west is also due to the quirks with (probably former) publisher Ubisoft and the lack of a dedicated website.

As for development time: Studios in America, Canada and Europe have a lot more means and manpower. You can't compare this. The sim started to be developed in 2004, got bogged down in the 'patches' (all free!) for IL2, then started finally full time in 2007. For a game that does not build up on a previous game and gets a brand new, 'tailored on mesure', engine written for it 3 years is actually quite normal. That they pulled it off with just 15 guys or so is very impressive and not slow, but rather fast.

July 14th, 2010, 17:45
Well, when you put it in context like that, it doesn't seem quite so long.

It just seems this game has been in development for ever. :)

July 14th, 2010, 22:55
To get a combat sim these days we have to be prepared to wait until hell freezes over. :icon_lol:

July 15th, 2010, 17:32
Well, when you put it in context like that, it doesn't seem quite so long.

It just seems this game has been in development for ever. :)

Yes, because there has been talk about since 6 or more years. But actual development time is about 3 years.

July 16th, 2010, 10:42
Friday update screenshots..

July 16th, 2010, 10:45
and a few more..

July 16th, 2010, 11:30
Wanted to post myself, but couldn't from the Mac. Safari 5 doesn't let me post pics on SOH.

July 23rd, 2010, 07:11

July 23rd, 2010, 12:59
It's getting closer, and closer.. But still I want it now lol! Looks like SoW: BoB is gonna be the new benchmark!

July 28th, 2010, 16:41
Has there been a hint of a release date? Or year for that matter

July 28th, 2010, 16:56
i've heard October of this year but i think it's just a rumor.

July 30th, 2010, 11:53

July 31st, 2010, 01:27
Looks really awesome!
I hope the "UBI-Services" aren't included. This could be the only "No-Buy-reason" for me!

July 31st, 2010, 11:04
i don't think ubi has anything to do with SoW.

August 6th, 2010, 11:43

August 13th, 2010, 12:41

August 17th, 2010, 05:41
i don't think ubi has anything to do with SoW.

That's the best news I've heard in a long time Red, and hopefully it's true. Any way to find out if Luthier or Oleg will confirm it?

August 17th, 2010, 11:30
That's the best news I've heard in a long time Red, and hopefully it's true. Any way to find out if Luthier or Oleg will confirm it?

well i don't know but i'm assuming its going to be 1C since that is where they are making all their announcements and updates..

August 20th, 2010, 07:02
well i don't know but i'm assuming its going to be 1C since that is where they are making all their announcements and updates..

Yeah, after breaking off from the UBI forums it seems more likely that Oleg has parted ways with them...... at least I hope so. ;)

I haven't seen but one copy of SHV in a store, or very many of UBI's other titles lately. WalMart is the only place now days around here that even carries PC games. Makes me wonder if UBI might finally be getting the message that we're fed up with their BS.

August 20th, 2010, 10:54

August 27th, 2010, 11:06

September 5th, 2010, 14:29

September 11th, 2010, 12:53

September 17th, 2010, 13:03

September 17th, 2010, 17:00
Way to showcase the detail textures lol! Looks like it's getting more and more polished :jump:

September 18th, 2010, 10:46
Way to showcase the detail textures lol! Looks like it's getting more and more polished :jump:

yeah..i think i see a 1 gig vid card in my future:jump:

September 19th, 2010, 04:12
I expect we will need computers capable of full FSX performance. Core I7 or I9, minimum of 4GB of DDR3 RAM, 1GB video cards, and 64 bit operating systems.

huub vink
September 19th, 2010, 14:41
By the time SoW/BoB will finally be released this machine will be obsolete already again ;)


September 24th, 2010, 13:21

September 25th, 2010, 23:37
Those screenshots look great. The only nitpick I would have is the size and positioning of the RAF pilots. They look like twelve year olds.

September 26th, 2010, 03:45
Those Panzers look unbelievable

September 26th, 2010, 11:52
The system that I am using is a e8500,4gb of ram and a evga9800gt. I have it overclocked to 3.4 ghz. Is my system strong enough to run bob or is it time for a new rig.

September 26th, 2010, 16:56
Don't know, Storm of War has yet to be released, so it's probably best to actually wait and see what the minimum and recommended specs will be.

October 3rd, 2010, 10:55

October 8th, 2010, 11:20

October 11th, 2010, 05:53
hi! pictures are gorgeus but I wonder why they do not post video since such a long time.....

October 11th, 2010, 09:42
hi! pictures are gorgeus but I wonder why they do not post video since such a long time.....

good question....i don't know...

i like seeing the screen shots....however they aren't telling us much about fps...i've noticed usually there is only 3 or 4 at most a/c in any one screenshot...at most there are 8 in one shot.

October 12th, 2010, 03:04
Yeah, and if the sim isn't going to put more than 8 aircraft into the air at a time, or even just 8 on each side, it's not going to be all that realistic. All this eye candy is nice, but will it make a difference at 10,000 feet AGL in the middle of a dog fight?

October 12th, 2010, 09:20
Yeah, and if the sim isn't going to put more than 8 aircraft into the air at a time, or even just 8 on each side, it's not going to be all that realistic. All this eye candy is nice, but will it make a difference at 10,000 feet AGL in the middle of a dog fight?

well the answer to that is...it will make no difference...which makes one wonder why they spend so much time on it.....

i really don't need to be able to count the treads on a Crusader tank...i have tank sims for that.

i just want a new updated WW2 air combat sim.

i'm sure there will be adjustable detail settings....just like in RoF but i don't care how good your computer is, small detail on objects in game slow down the fps...its just the way things work.

unless of course they have made history with some kind of magical/mystical graphic rendering thingy....

oops i think my cynicism and sarcasm is showing:icon_eek:

October 15th, 2010, 13:45
there are alot of unknowns...but these shots are just amazing:jawdrop:
Friday 2010-10-15 Dev. update and Discussion

October 26th, 2010, 19:18
Wow. I mean is BoB SoW ever going to happen? At some point, I guess a few years back, I remember a post about this sim being 80% done. The graphics I've seen lately have been much much better than some of the earlier stuff. Oleg must be demanding more and more realism of the sim!!

Oleg, I solute you!


October 27th, 2010, 02:53
On another board I read that Storm of War was being compiled in OpenGL as a beta so that game testing could start. That being the case, I don't see Storm of War being available this year.

November 5th, 2010, 08:25
On another board I read that Storm of War was being compiled in OpenGL as a beta so that game testing could start. That being the case, I don't see Storm of War being available this year.

Wow. That hurts. Man! I just can't wait for this thing to come out. I guess what I am hoping for is more of an immersive experience, that is to say, a user and mission interface that gives you more of a you-are-there feeling. I don't want this to be just a straight, unadorned flight simulator.

Well, at this point, I sure am happy with what I've been seeing. :jump:

January 10th, 2011, 11:55
most recent update...
2010-12-31 http://forum.1cpublishing.eu/showthread.php?t=17894