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  1. #76

  2. #77
    Maybe a simple question here.

    Is the battle of Bodenplatte a standalone module? Meaning that if I purchase it at the IL-2 site and install it, is that all I need in order to use it (no other prerequisites like DCS requiring a base product and then adding modules)?

    Thanks,
    Odie

    "Hornets by mandate, Tomcats by choice!"

  3. #78
    Hello Odie,Yes,All IL*2 Battle series are stand alone with separate Maps and Aircraft.

    Patrick

  4. #79
    New update today apparently.
    https://forum.il2sturmovik.com/topic/12826-game-updates/?do=findComment&comment=824612
    2

    We advise you to browse through the 3.201 changelist below - in addition to big additions it contains smaller changes which were requested for some time:
    New aircraft and other objects

    1. Tempest Mk.V Series 2 fighter is available to all Bodenplatte owners;
    2. P-51D-15 fighter is available to all Bodenplatte owners;
    3. Collectors Plane P-38J-25 is available to all Bodenplatte Premium Edition owners;
    4. The new map Rheinland Summer 1944 (including the Low Countries) is available to all Bodenplatte owners in QMB mode;
    5. The new map Arras Spring 1918 is available to all Flying Circus Vol.1 owners in QMB mode;
    6. B-25D bomber added (not player controllable);
    7. GMC CCKW truck added;
    8. Willys MB off-road vehicle added;
    9. M16 Half-track self-propelled AAA gun added;
    10. Sd Kfz 7 Flakvierling 38 self-propelled AAA gun added;
    11. Flakvierling 38 AAA gun added;
    12. М1A1 90 mm AAA gun added;
    13. US searchlights and landing lights added;
    14. M5 3-inch AT gun added;
    15. M1 155mm howitzer added;
    16. JagdPz IV L70 tank destroyer added;
    17. Infantry and AA .50 MG added;
    18. New types of road and railroad bridges added;
    19. New Western European town and village blocks added;
    20. New industry blocks added;
    21. Many new unique buildings for Rheinland and Arras added;
    22. New countries that participated in WWI and WWII added to the mission logic;

    Visual improvements

    1. Aircraft and ships are visible much farther than before - theoretically, they can be spotted as far as 100 km away if there are fire, contrails or a ship wake;
    2. New ‘Distant buildings’ option added;
    3. Object markers can be blocked by landscape and objects, including own aircraft or vehicle;
    4. Static objects rendering has been optimized to increase performance;
    5. Sun glare from distant aircraft is visible better;
    6. Fire can be visible inside the cockpit on single and triple engine planes;
    7. It’s possible to display a customizable photo in all aircraft cockpits and tank cabins;
    8. Collimator sight reticle has been improved for all planes;

    Aircraft improvements

    1. DB-601 and DB-605 engine sounds improved for all Bf-109 and Bf-110 planes;
    2. Realistic pilot’s physiology model is now active, which takes into account the duration of the G-load and rate the G-load was applied;
    3. After prolonged exposure to high-G load the load factor tolerance of the crew decreases and they require some time of steady flight to rest and recover;
    4. Oxygen deficit affects the human tolerance to high G-load more accurately;
    5. Visual and audible high-G effects made more realistic;
    6. The sound of the player breathing during a significant positive G load improved, that sound is no longer played during a negative G load;
    7. G-suits increase the load factor tolerance of the crew;
    8. The crew can become motion sick from alternating G loads;
    9. High-G loads, powerful impacts and pain shock can render the crew unconscious resulting in a loss of control;
    10. New ‘Simple physiology’ option added to the difficulty settings disables the load factor tolerance decrease, loss of consciousness and motion sickness;
    11. Damage inflicted to the crew from powerful impacts and falls have been corrected;
    12. The player can’t get painful shock anymore if the invulnerability difficulty option is checked;
    13. The ability of the crew to bail out is now limited by the G-load (including its direction), airspeed and crew health (wounds);
    14. Crew bails out differently depending on the G load direction - down if the load is positive and up if the load is negative;
    15. The movements of the visible model of the flight stick and pedals in the cockpit are no longer filtered so there is less delay between the movement of real flight stick and pedals and the virtual ones. However, the flight stick movement speed is still limited at high flight speeds or if the pilot is wounded;
    16. It is now possible to assign a trim axis if it was controlled by an axis on a real aircraft (control wheel or lever). The speed of the trim axis is still limited and depends on the aircraft, similar to the adjustable stabilizer. If you use joystick buttons or keyboard for controlling such trimmers, please assign these keys not only to electric trimmers but also to this trim axis;
    17. All Pe-2 and Hs-129 have their electric trimmers disabled if the power is turned off. Turning them on and off can be heard and the sound of trim has been replaced with an electric motor sound;
    18. The adjustable stabilizer axis is no longer inverted (its direction is changed according to DirectX standard);
    19. New commands for retraction and extension of the landing gear added;
    20. It’s possible to repair in aircraft when it is near an object with the service parameter set to On in the mission file. Repairs start automatically when the engines shutdown procedure is complete;
    21. It’s possible to refuel in aircraft when it is near an object with the service parameter set to On in the mission file. The refueling process can be started and stopped using the new commands and only possible if the engines are shut down;
    22. It’s possible to rearm in aircraft when it is near an object with the service parameter set to On in the mission file. The rearming process can be started and stopped using the new command and only possible if the engines are shut down;
    23. Spitfire stall behavior with released landing flaps has been corrected;
    24. British and American voiceovers added for Bodenplatte pilots;
    25. 150 Octane fuel is available for Spitfire IXe that enables +25 lbs. With it enabled, switching supercharger gears becomes manual;
    26. La-5FN skins should work on an MP server now, but this change requires reassigning its skins in the missions created earlier;
    27. Bodenplatte pilots got Summer uniform;
    28. Windmilling effect works on U-2VS;
    29. British gyro gunsight G.G.S. Mk.IId (Spitfire Mk.IXe) now accounts for gravitational bullet drop when calculating the deflection;
    30. Spitfire Mk.IXe electric fuel pump won’t continuously switch on and off at low throttle on the ground;
    31. Some instruments and switches sounds corrected on Spitfire Mk.IXe;
    32. Me 262 A behavior at beyond-stall angles of attack corrected;
    33. The physical behavior of I-16 fragments has been corrected;
    34. Smoke clouds after a plane crash in multiplayer disappear correctly;

    AI improvements

    1. AI better aims at distant steadily flying targets;
    2. AI better distribute enemy targets among themselves;
    3. If an AI has a speed advantage over a target it is attacking, it tries to keep this advantage;
    4. Combat turns, spirals and banking maneuvers in a dogfight are performed more aggressively;
    5. AI won’t switch maneuvers too frequently, distorting its planned tactics;
    6. Criteria for choosing maneuvers in a dogfight were updated;
    7. AI keeps the formation better;

    Tank improvements

    1. Offroad shaking has been made more natural;
    2. All the tanks now use the M4A2 aiming method;
    3. The engine startup sequence is now animated (master switch, excess pressure valve, manual fuel pump, wobble pump, caution signal);
    4. Inner visual effects are not affected by tank movements;
    5. Engine exhaust effect improved;
    6. Driver gauges, turret instruments, MG elements are now animated in multiplayer;
    7. Direction controllability improved;
    8. APHE rounds cause more damage to inner components after the armor penetration;
    9. The visual effect of the turret traverse motor exhaust added to Pz.Kpfw. IV Ausf. G and M4A2;
    10. KV-1s and Pz.Kpfw.III Ausf. M commanders can fire the signal rockets through a small hatch in the roof when the commander hatch is closed;
    11. The engine startup sound on KV-1s and Т-34-76 UVZ (1943) depends on the starter type used (main electric or reserve pneumatic one);
    12. KV-1s, Т-34-76 UVZ (1943) and M4A2 have functioning klaxon (LAlt+S);
    13. Inner details and texturing improved on KV-1s and Pz.Kpfw.VI Ausf.H1;
    14. Pz.Kpfw. III Ausf. M, Pz.Kpfw. IV Ausf. G and Pz.Kpfw. VI Ausf. H1 bow MGs use the M4A2 aiming method;
    15. There is an alternate DT MG gunner aiming mode on KV-1s - through the periscope (in addition to the regular one through the gunsight);
    16. KV-1s commander and radioman have an alternate aiming mode - through a visor;
    17. M4A2 turret traverse can be powered by the motor-generator;
    18. M4A2 first-person view height corrected for a driver and MG gunner in unbuttoned positions;
    19. Visible (from the driver seat) rotation of the steering drive shaft has been corrected on Pz.Kpfw.IV Ausf. G;
    20. Pz.Kpfw.III Ausf. M fuel or oil fire effect has been corrected;
    21. A firing port in the panoramic gunsight armor added on KV-1s;
    22. Air inlets of the engine compartment added on KV-1s;
    23. Slits in the driver visor on KV-1s decreased in the visor open position;

    Other improvements

    1. The sound subsystem uses newer FMOD API - sound loss after long play sessions should be fixed;
    2. Runway floodlights work now;
    3. Coalition sorting functionality added to QMB mode;
    4. An automatic chat message in the multiplayer reports if there is no UDP traffic coming from one of the players;
    5. A workaround added for VR HMDs without hardware IPD adjustment - LShift-NumPad+ and LShift-NumpadEnter directly move the images on the VR screen farther or closer.
    6. Radio chatter volume is affected if the player is concussed, lost consciousness or wounded.

    Patrick

  5. #80
    Quote Originally Posted by Phantom88 View Post
    Hello Odie,Yes,All IL*2 Battle series are stand alone with separate Maps and Aircraft.
    Hey Patrick!

    Thanks, that's what I needed to know. Also, that's a heck of an update list!

    Odie

    "Hornets by mandate, Tomcats by choice!"

  6. #81
    The P38 is such a beauty!
    DCS 2.5 - P3D V3&V4 - XPlane11 - Il BoX - Il46 Sturmovik - Windows 10 64 bit, Intel core i7-4720HQ, CPU 2.6 GHz, 32 GB RAM, NVidia GeForce GTX 980M.

  7. #82
    Thanks for the update list. I was wondering what was included in the update the other day. Steam automatically started and update on my BoS simulator, and it was over 5GB!
    "Try to stay in the middle of the air. Do not go near the edges of it. The edges of the air can be recognized by the appearance of ground, buildings, sea, trees and interstellar space. It is much more difficult to fly there".

  8. #83
    Quote Originally Posted by Odie View Post
    Hey Patrick!

    Thanks, that's what I needed to know. Also, that's a heck of an update list!

    Odie
    "scotth6
    Thanks for the update list. I was wondering what was included in the update the other day. Steam automatically started and update on my BoS simulator, and it was over 5GB!"


    You're both very Welcome

    IL-2 Sturmovik ForumDeveloper Diary 233 - Discussion

    1 minute ago, Han said: 233 Hello! We continue our movement toward the release of Battle of Bodenplatte, but even near the finish line we still find opportunities to improve the entire project. This time we found a way to implement a significant...



    233Hello!
    We continue our movement toward the release of Battle of Bodenplatte, but even near the finish line we still find opportunities to improve the entire project. This time we found a way to implement a significant optimization to part of the graphics engine that is responsible for displaying the clouds. In addition to a significant increase in FPS on existing cloud settings, this allowed us to add an additional setting for the cloud quality called “Extreme”. This option is named so because it combines somewhat increased performance with a significant reduction of the “boiling” clouds effect which appears when looking sideways from the direction of movement. We have also significantly increased the clarity of cloud shapes and boundaries. Our clouds always looked nice on the high settings, but with the addition of this new option their visual quality and realism has significantly increased. However, it is better to see an example:


    Patrick

  9. #84
    Work on the Tank Crew project is still in full swing, and new additions can be expected in the coming months. First, at the end of October, the project acquires its main gameplay component- two Scripted Campaigns based on historical events of the Battle of Prokhorovka. Second, our next update will include new command functionality for the tank and tank the platoon commander. Third, before the end of the year, we expect our partners from DigitalForms to complete two new armored vehicles - the Soviet self-propelled artillery SU-122 and the German medium tank Panzerkampfwagen V “Panther”. The 3-dimensional model of the Panther exterior is in a high degree of readiness whereas the SU-122 has already been completed and work is underway on texturing the interior and creating its crew animations:


    Patrick

  10. #85

  11. #86
    IL-2 Sturmovik ForumDiscussion about Yak-9, Yak-9T and Hurricane Collector Planes Announcement

    You can discuss the Yak-9, Yak-9T and Hurricane Mk. II Collector Planes announcement here. Jason



    Dear Pilots!It’s our great pleasure to officially announce that our next Collector Planes for the IL-2 Sturmovik: Great Battles series will be the – Yak-9, Yak-9T and the Hurricane Mk.II.
    Both of these aircraft, or I should probably say all three of these aircraft, were important designs that were workhorses of their day that made great contributions to the war effort on several fronts.
    These particular planes were chosen so we can offer an even more diverse and well-rounded plane-set that benefits primarily our Eastern Front products, which we still care deeply about and as of now, the majority of our customers own the most of.
    The Yak-9 came in many different flavors and it derived from the robust Yak-7b design. The Yak-9 was used over many important Eastern Front battles and was a very versatile and reliable airframe. It was the most produced Soviet fighter of the war. The famous Normandie Niemen pilots also used a variant of the Yak-9 in combat as did many successful front-line Soviet units. The Yak-9 was light and maneuverable at low altitudes and gave her pilots a real chance against the Bf-109 and Fw-190s of it’s day although it was less armed than its German adversaries.
    However, the Yak-9T came packing the NS37 37mm cannon in the nose which was a heavy hitter. A 37mm round can do some serious damage to not only enemy airplanes, but also vehicles and armor. Due to the bigger length of the 37mm cannon, the cockpit of the -9T had to be moved rearward about 400mm to accommodate it, slightly changing its lovely profile. The Yak-9 was an important aircraft for the Soviet Union and will make an excellent addition to the IL-2 Great Battles Series!
    The legendary Hurricane, which was built by Hawker, became famous in the west for winning the Battle of Britain and for the many sorties flown in the Mediterranean and North Africa theaters. However, it was also widely flown on the Eastern Front as a Lend-Lease product and saw much combat over the vast landscape of the Soviet Union.
    Hurricanes were one of the very first Lend Lease types to reach the Soviet Union and they were pressed into service right away as a stop-gap fighter as Soviet industry moved eastward to safer locations. It would eventually be joined or replaced by other Lend Lease designs like the Kittyhawk and Airacobra and newer Soviet designs, but the Hurricane soldiered on in many combat roles across several fronts including Stalingrad and Moscow. They were also heavily used on the Northern sectors to protect important warm water ports.
    Soviet ground crews also employed several weapon modifications which had a heavier punch than its original Browning machine guns. We hope to model most of these modifications. The Hurricane in Soviet service was a lengthy affair that deserves inclusion in IL-2 Great Battles.
    Without further delay, here are some very early Work-In-Progress renders of the Yak-9 and Hurricane in production. As is customary, Pre-Orders for these planes will commence in just a couple weeks and they will be ready for duty first half of next year. Remember, that by purchasing Collector Planes you allow us to continue to make important and interesting aircraft that we may not have been able to include in our main titles.


    Patrick

  12. #87

  13. #88
    Senior Administrator huub vink's Avatar
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    The models look absolutely gorgeous, even without textures! (And that is valid for the Panther as well!)

    Cheers,
    Huub

  14. #89
    IL-2 Sturmovik ForumDeveloper Diary 234 - Discussion

    2 minutes ago, Han said: 234 Dear Friends, October has ended and well release the next update very soon - once again it will be a huge and very important milestone for our project. Version 4.001 is the release of Bodenplatte and Flying Circus, but it...



    234Dear Friends,
    October has ended and we’ll release the next update very soon - once again it will be a huge and very important milestone for our project. Version 4.001 is the release of Bodenplatte and Flying Circus, but it is also a huge step forward for Tank Crew.
    For Bodenplatte, this update will bring the previously missing parts - the promised 4 seasons of its map and Battle of Rheinland Career timeframe. The Career required a huge amount of work - 115 squadrons, 65 of them are joinable by the player, operate from 70 airfields (most of them are correctly recreated using historical layouts) according to historical images and data. It should be noted that we’ll continue to improve both the Battle of Rheinland Career and Rheinland maps after the release.



    Patrick

  15. #90

    Flying Circus has its scenery finished - our partners from Yugra Media have finished the development of the ground vehicles and artillery and the Amiens cathedral. Please note that AI-controlled ground objects both for Flying Circus and Bodenplatte (Allied ones) are made at the next level of detail, previously unseen in the series. With this content added, Flying Circus is now complete as it was planned and announced.



    Tank Crew players get the three important gameplay elements which the project lacked before - scenario campaigns, player tank and tank platoon commander functionality, and radio messages.
    To give orders as a tank commander, turn the autopilot from the driver seat by pressing A key, then switch to the commander station and press ~ (tilde) key to open the orders menu. After that, you can use the cursor to point at a target or place on the ground and choose what to do, i.e. attack it or move to it, and choose who you’re giving the order to - your own tank, entire platoon or a selected tank in the platoon. There are also many commands that don’t require selecting a point or a target - change formation and spacing, speed, turn at various degrees, move forward or backward, change ammo type, fire from stops, while moving slow or moving at full speed, temporary stop, cease firing and so on).
    Two historical scenario campaigns included with the Tank Crew - Clash at Prokhorovka tell about the heavy and strenuous fighting that took place there. The campaigns themselves were designed to not only entertain but also to tell about these events with the highest degree of historical accuracy possible in our sim. 20 scenarios (10 in Soviet and 10 in German campaign) were painstakingly recreated using real combat reports and the latest works of Russian and Western historians who specialize in these events. All the details like location and time, weather, approximate unit strength and composition, movement routes, operative decisions of the commanders of various ranks, artillery and air bombardments made it in.
    A good illustration of the attention to detail in modeling the combat are the briefings of the first missions of Breaking point and Last chance campaigns. Here are also some screenshots taken just in these two missions that show the intensiveness of these dramatic events.
    And don’t forget that this update also includes the Achtung Spitfire! Scripted Campaign created by The Syndicate. It includes 20 interesting and historically inspired missions in the beautiful Kuban theater of operations. We think you will enjoy it. Thanks to all who have already pre-purchased it. It all adds up and keeps us going!

    Breaking Point - Chapter 1: Difficult start
    At dawn on July 5, 1943, the German 4th Panzer Army (PA) launched its main attack on the positions of the 6th Guards Army. Despite stubborn resistance from the troops of 52nd Guards Rifle Division (GRD), by the end of the day, the formations of the German 2nd Paul Hausser Panzer Corps broke through the first defensive line of the 6th GA and reached the perimeter of the 2nd defensive line near Kozmo-Demyanovka with the support of the 8th Air Corps. The 22nd Guards Rifle Corps (GRC) was defending the flanks alongside the 375th Rifle Division and managed to keep the enemy from breaking through the first line.
    After determining the direction of the main attack, by the end of July 5, the VF command was forced to push almost all of its operating reserves to the front line, consisting of the 1st Tank Army, one rifle corps and two tank corps, as well as artillery formations. Unable to further influence the situation, General Vatutin requested that the Supreme Command Headquarters strengthen the front line with strategic reserves.
    The 1st Tank Army led by Lieutenant General M.E. Katukov secured the Oboyan axis and was supposed to defend the Melovoe - Yakovlevo section, the 2nd Tatsinskiy Guards Tank Corps led by Colonel A.S. Burdeyny was tasked with covering Gostishchevo, and the 5th Stalingradsky Guards Tank Corps led by Major General A.G. Kravchenko had to cover the Prokhorovka axis. On July 6, at 5:00, the 5th Guards Tank Corps, including the 20th, 21st and 22nd Guards Tank Brigades (GTB), the 6th Guards Motorised Rifle Brigade (GMRB) and the 48th Heavy Аssault Tank Regiment reached the Ozerovskiy khutor – Kozinka urochishche – Teterevino line.
    Combat operations began at dawn on July 6, on the sections of the 375th Rifle Division and the 22nd GRC, and it was not until 11:00 that the main forces of the German II Panzer Corps launched an offensive. After receiving a report that there had been a breakthrough in the positions of the 51st GRD defending the second army line, General Vatutin issued the order to counterattack with the forces of the 1st TA, 2nd and 5th Guards Tank Corps (GTC) on the flanks of the enemy’s tank spearhead. At the same time, Pz.Gr.Div. Das Reich, pursuing the units of the 51st GRD and 5th GTC that had been pushed out of Luchki, attacked in the direction of Ozerovsky khutor and in the direction of Sabachevsky khutor – Kalinin khutor. The frontal counterattack carried out by the forces of the 22th GTB was unsuccessful, and by 16:30, the 21st and 22nd GTB, as well as the 48th Guards Heavy Аssault Tank Regiment were surrounded near Kozinka urochishche.
    '… Waiting was exhausting. After a long night march, our 20th Guards Tank Brigade took up defensive positions in Teterevino, waiting for the enemy to attack in the morning. However, the German soldiers were clearly not in a hurry and only launched their offensive at about midday and somewhat away from our positions. The main forces of the corps had been fighting for a long time and, judging by the abrupt and panicky radio messages, their situation was extremely difficult. We continued to wait while our comrades were fighting and dying somewhere else. The order to advance was only received from the corps commander at about 17:00.
    … I arrived at the brigade in late 1942 as junior lieutenant, when it was being restructured in the Tambov tank camps. If it hadn’t been for my experienced crew, who had already experienced the smell of powder at Stalingrad, I would have hardly survived the subsequent events. In the gruelling battles for Gorshechnoye and Kastornoye near Voronezh in January 1943, the brigade lost almost all its equipment in just 7 days, and the commanders of both the tank and motorized rifle battalions were killed. In February, our forces were replenished again, but after an unsuccessful battle near Kharkov in late March, the brigade was finally taken out for restructuring. In early summer, I was given command of a platoon, and now I had to lead men, who were just boys yesterday, in their first battle and take full responsibility for them.’
    Date: July 6, 1943
    Time: 17:30
    Formation: 20th GTB of the 5th GTC

    Combat mission: after breaching the defences of the 51st GRD, the enemy strikes in the direction of Kalinin khutor – Belenikhino station. The order was given to advance the 45th and 250th Tank Battalions to the forest north of Sabachevsky khutor leaving one tank company in Teterevino, thereby preventing the enemy from spreading in the direction of Belenikhino.
    Call sign of the battalion commander: Badger-1
    Call sign of the company commander: Wolf-1
    Your call sign: Wolf-8

    Additional instructions: you command the third platoon of the 1st Company of the 250th Tank Battalion. Follow the battalion commander in the northwest direction to Sabachevsky khutor, following all orders.

    Patrick

  16. #91

  17. #92
    Last Chance - Chapter 1: Big plans
    The main strike of the German 4th Panzer Army came at dawn on July 5, 1943; it was aimed at the positions held by the 6th Guards Army. The XLVIII Panzer Corps advanced from the Butovo – Cherkassy area along the road to Yakovlevo, and the II Panzer Corps, made up of the Panzer-Grenadier-Divisions Leibstandarte Adolf Hitler (LAH), Das Reich and Totenkopf advanced along the Tomarovka – Bykovka – Yakovlevo road. At the beginning of the operation, the II Panzer Corps had 390 tanks, 104 assault guns and 98 self-propelled guns as well as combat forces of 39,106 men. The 238th artillery regiment and the 3rd Mortar Division were attached to the II Corps.
    Despite heavy resistance from the 52nd Guards Rifle Division (GRD), by the end of the day, units of the II Panzer Corps, supported by aviation of the VIII Air Corps, broke through the enemy’s first defensive line and were facing the front of the second defensive line in the Kozmo-Demyanovka area. Operating on the flanks, the XLVIII Panzer Corps and Army Detachment Kempf, were unable to make headway. According to the plan, by the evening of July 5, the 4th Panzer Army should have breached both defensive lines, approached the crossings near the Psel river and continued on to Prokhorovka, so the entire schedule of the Operation Citadel collapsed in its very first hours.
    On July 6, the II Panzer Corps was ordered to breach the second defensive line of the 6th Guards Army. On the Yakovlevo – Luchki section, they were to attack in the northeastern direction, destroying the Soviet mobile reserves. By 06:00, only Pz.Gr.Div. Totenkopf had engaged in active combat at the line held by the 375th Rifle Division. It was not until 11:00 that, after half an hour of artillery barrage, the Corps’ main forces joined the offensive. After breaking through the lines of the 51st GRD, a combat team from the Das Reich Division rushed to the Luchki – Kalinin khutor direction, while Pz.Gr.Div. LAH captured the southern part of Yakovlevo and continued its offensive on Northern Luchki. By that time, the Soviet command decided to counter-attack with all available reserves—namely, the 1st Tank Army as well as the 2nd and 5th Guards Tank Corps, striking at the flanks of Hausser’s Corps.
    '… I stuck my head out of my command hatch and watched as four Messerschmitts leapt northward, followed by nine dive bombers. The Junkers circled and began to take turns nose-diving and dropping their deadly load on targets we couldn’t see but that we knew were in the Russian position. Spurts of flame and plumes of smoke swept into the sky, shortly followed by the sound of explosions. The Stukas had finished their work and began to withdraw, when two flights of Focke-Wulfs arrived, attacking the enemy with equal ferocity. Our aviation had been operating flawlessly that day, providing invaluable support to the division. We hardly saw any Russian planes that day.
    Suddenly, the radio came alive, and I immediately retired to the turret, pressed my headphones to my head and tried to make the message out from the static. After our grenadiers had taken over Luchki, the 6th and 7th Panzer companies immediately moved on in the direction of Sabachevskiy khutor and were now reporting a clash with numerous Soviet tanks, asking for support. The battalion commander contacted us and ordered that our company, which was temporarily on standby, should prepare for immediate deployment. The short rest was over’.
    Date: July 6, 1943
    Time: 16:00
    Unit: 2nd Panzer Regiment of the Pz.Gr.Div. Das Reich

    Combat mission: the defeated enemy units are retreating northward, constantly trying to counter-attack. The 5th Company is ordered to support the tanks of the 6th and 7th Companies fighting north of Luchki and then strike in the direction of Sabachevskiy khutor.
    Call sign of the commander of the 5th Company: Puma-1
    Call sign of the commander of the 1st platoon: Jaguar-1
    Your call sign: Wolf-1

    Additional instructions: you command the second platoon of the 5th Company of the 2nd Panzer Battalion. Follow the tanks of the first platoon northward, following the orders of the Company commander.



    Patrick

  18. #93

  19. #94
    IL-2 Sturmovik ForumGame version 4.001 discussion: Battle of Bodenplatte and Flying Circus...

    1 minute ago, Han said: Update 4.001 IL-2: Great Battles Version 4.001 Launched – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released! .................................................. News on 4.001 update,...



    Update 4.001IL-2: Great Battles Version 4.001 Launched – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released!
    Dear Pilots!
    Finally, we have reached a very important milestone for our latest IL-2 Sturmovik titles. Today, two projects moving from the Early Access phase to Official Release. The first of these is Battle of Bodenplatte , which acquired the last major content components that were missing - the seasonal textures for the Rhineland map and the Pilot’s Career. However, this does not mean that work on this project is completely done, we plan to spend some time before we begin our next project on fine-tuning and polishing a number of its components and adding a couple yet to be completed pieces such as Air Marshal. However, we feel it contains enough content and features that we can begin to sell it in all our channels including Steam as we head into the Holiday Season. In addition, we plan to closely monitor your messages in order to improve the quality of the project as much as we can in the last part of 2019. Bodenplatte turned out to be a truly record-setting job for us, the volume of work done on the development of maps and aircraft of the late period of the war is unprecedented for us. The late period imposes serious additional requirements on the manufactured equipment; however, the result is extremely interesting. The included aircraft make an incredible impression, because this is already the “apogee” of piston powered planes and, at the same time, the “dawn” of jet aircraft. The Rhineland map impresses with its scale, size and richness of cities and the number and historically researched airfields. The career “Battle of the Rhine” takes place over a fairly long period of time that includes four seasons - from September 17th, 1944 to April 1st, 1945. The Career covers a very significant part of the war on the western front - more than half a year. Battle of Bodenplatte was a bold step for us and when coupled with our other two projects, it pushed us to our creative limits. We hope you will enjoy it! Also, a Standard Edition of BOBP will be coming soon with the P-38J and Fw-190 D-9 offered as Collector Planes to give users more buying options. BOBP will also be available on Steam in the coming weeks, there are still a few details we must work out there first.
    Flying Circus - Volume 1 is now available in its fully planned state and all the remaining ground-based equipment of the First World War have been added in our new standard of visual quality. Observation balloons with observers who may leap from their post when under attack are also included now. A number of improvements were also made on the map, primarily to the front line. We hope that users who purchase this project will like the step forward in comparison with our previous title Rise of Flight, especially in the visual quality of aircraft and the environment that we, together with our partner Yugra Media, have created for you. Although the flight models generally correspond to the ones from Rise of Flight, many of the improvements that have been made over the past 7 years for Il-2 Sturmovik play a role in Flying Circus as well. Such improvements automatically benefit all projects within the framework of our one common game world and give a new, previously unavailable experience of virtual flight and combat in the First World War. All these new opportunities unfold in their fullest when playing with the use of virtual reality devices. FC includes so many new things - new landscape technology, new lighting and clouds, better sound, new AI and improved ballistics, new graphic effects and new materials for aircraft surfaces, new detailing of textures and models - all this and much more gives the virtual pilots of the First World War something that is not available anywhere else. We hope to make more Flying Circus volumes in the future and we thank those who have jumped into this new product so far!
    Note: We have extended the $10 Off Early Access discount for days more, but it will go to full MSRP very soon. Make your purchase before the price goes up!
    Tank Crew – Clash at Prokhorovka is still under development, as one more tank and three self-propelled guns are being built by our DigitalForms partners. However, from the point of view of the gameplay, this project has almost reached its planned goals - this is expressed in the release of the Breakpoint and Last Chance scenario campaigns in this version. These campaigns tell the story, in the maximum possible historical manner we can, about the complex and intricate events of one of the greatest tank battles on the Eastern Front - the battle of Prokhorovka.
    This battle was not limited only to the events of July 12th, it took place over several tense days, from July 6th to July 16th, 1943. The events and outcomes of this battle are extremely complex and controversial. Although the Soviet troops and armored forces suffered heavy losses, the German command was never able to achieve their planned goals. At the end of the battle, the situation in this sector of the war front almost returned to what it was before it began. However, numbers or the “net book balance” does not always determine the magnitude of the event. The incredible tension, power, complexity and intensity of this military clash, which practically merged into one single and continuous epic multi-day battle, has few equals in world history. And the ambiguity of the outcome of the battle only enhances the intensity of the drama of these events, which do not require any embellishment - simply being retold “as is”, without exaggeration is incredibly exciting. It should also be noted that the release of these tank campaigns is accompanied by the completion of the development of some of the most important features of Tank Crew – the radio and command interface. This will allow you to better control your own tank and your tank platoon. We also plan to continue the refinement of our tank project in the coming months as this project too readies for official release.
    And finally, the Achtung Spitfire! Scripted Campaign is also now released and ready to be played! Developed by our friends The Syndicate, this historically inspired campaign contains 20 missions featuring a fictional storyline that is inspired by historical events. Your character is a young Russian pilot from Siberia serving on the North Caucasus Front in late May 1943. The campaign features missions inspired by the Soviet 37th and 56th Armies attack on the German 44th Army Corps west of the city of Krymskaya. You’ll fly a bird of a different feather in the lend-lease Spitfire Mk.Vb over the beautiful Kuban region of the Soviet Union. The campaign is great fun and full of action.
    This campaign also has a new feature. We have added support for special assigned skins for the player’s plane and other planes I the mission. This is a first for us in a pay-ware campaign such as this. However, to see them, you must download the free skin pack from HERE and place the skins in the Spitfire Mk.Vb Skins folder. We have decided to offer the skin pack as an optional download to lighten our distribution costs and the size of your install if you don’t own this campaign. The skin pack is offered free of charge of course.
    We thank you for your patience as we have readied this product for release and many of you have already pre-ordered it and we appreciate your support. Products like these add more diversity to our product line and help fund many new innovations and content for all of you.
    And now we proudly present version 4.001 to you, our friends, partners and customers. And like most huge updates, there are likely to be some bugs or other unintended issues missed in testing. We of course, as always, will address them just as fast as we can. We appreciate your support as we have worked hard to build all of these new products. Here’s to you and to more great combat-sim goodness in the future!
    The Sturmovik Team




    Main features

    1. “Battle of the Rhine” career timeframe consisting of five chapters added to Battle of Bodenplatte;
    2. Rheinland Autumn 1944 map added to Battle of Bodenplatte;
    3. Rheinland Winter 1944-45 map added to Battle of Bodenplatte;
    4. Rheinland Spring 1945 map added to Battle of Bodenplatte;
    5. Canon de 75 mle 1897 gun added to Flying Circus;
    6. 7.7 cm FK 96 n.A. added to Flying Circus;
    7. QF 4.5-inch howitzer added to Flying Circus;
    8. 15 cm sFH 13 howitzer added to Flying Circus;
    9. QF 13 pounder 6 cwt AAA gun added to Flying Circus;
    10. 7.7 cm FlaK L/27 AAA gun added to Flying Circus;
    11. Hotchkiss Mle 14 regular and AA machineguns added to Flying Circus;
    12. Spandau MG 08 regular and AA machineguns added to Flying Circus;
    13. Great War searchlights added to Flying Circus;
    14. Thornycroft J-type self-propelled AA gun added to Flying Circus;
    15. Daimler M1914 armored self-propelled AA gun added to Flying Circus;
    16. Benz LKW 1912 truck added to Flying Circus;
    17. Leyland 3 Ton RAF truck added to Flying Circus;
    18. Crossley T5 command vehicle added to Flying Circus;
    19. Mercedes Kettenwagen 22 command vehicle added to Flying Circus;
    20. No-mans land visually improved on Arras map;
    21. Amiens cathedral added on Arras map;
    22. Balloons added on Arras map in quick mission builder (QMB);
    23. Observers bail out from balloons on Arras map;
    24. Soviet tank campaign Breaking point added to Tank Crew;
    25. German tank campaign Last chance added to Tank Crew;
    26. Tank radio chatter added to Tank Crew;
    27. Tank commander interface added to Tank Crew. Attention: it is engaged from commander seat by ~ key (tilde). For the driver to follow your orders turn autopilot on from the driver seat first (otherwise you will be driving the tank manually as before);
    28. Achtung Spitfire! Scripted Campaign is released;
    29. Simplified AI-controlled Pz.Kpfw. VI Ausf.H1 added;
    30. Simplified AI-controlled M4A2(75) added;
    31. Simplified AI-controlled M4A3(75)W added;
    32. New Extreme quality cloud setting added that makes the clouds sharper and less ‘shifting’.
    33. Three new P-51 (by ICDP and Bugsy) and one P-38 skin added (by ICDP);

    General improvements

    1. The color of aiming helpers for the guns, bombs and rockets has been changed;
    2. Ground vehicles navigate large bridges on Rheinland map correctly;
    3. Rheinland and Arras maps have cobblestone roads;
    4. Missing grass added to yellow fields on Prokhorovka maps;
    5. Mission designers can define the default GUI map view more accurately by using Normal type lines;
    6. Mission designers can use custom (unofficial) skins in the campaigns;
    7. Career bug that caused the planes left in the air to be lost has been fixed;
    8. The visual image of rotating propellers in VR has been improved. New parameter “prop_blur_max_rpm_for_vr” can be added to startup.cfg, [KEY = graphics] section - it governs the maximum visible RPM of the propeller in case you don’t like the current setting designed to minimize the visual artifacts caused by reprojection VR tech;

    Aircraft improvements

    1. Unlimited ammo difficulty option no longer creates bombs and rockets under a lost wing;
    2. MiG-3 flaps have been corrected - any change of the flaps limiter position retracts them first and then extends to a new position;
    3. A wrong shaking warning message has been removed from P-51D-15;
    4. The automatic supercharger gear change altitude has been corrected on P-51D-15 when using 150 octane fuel;
    5. Radio volume can be adjusted (LAlt+NumPad+ and LAlt+NumPad- by default);
    6. Pitch response curve for non-FFB joysticks has been corrected for all Flying Circus planes, making them easier to fly level. SPAD 13 and Dr.1 were adversely affected due to this change and will be fixed I a Hotfix;
    7. More aircraft controls are blocked when the pilot is unconscious;
    8. After rearming in a service area the guns are ready to fire immediately without pressing reload key;
    9. You can’t see your own previous plane when starting again in multiplayer;
    10. Wrong technochat messages about rudder and elevator surfaces were corrected (like reporting a right part hit instead of a left one);
    11. Fw 190 D-9 fuel switch works correctly;
    12. Tempest Mk.V s.2 engine startup made faster;
    13. AI Bf 109 K-4s correctly start their engines on parking;
    14. FlyingTempest Mk.V s.2 without part of a wing became more difficult;
    15. Tempest Mk.V s.2 stall speed increased by 6 mph;
    16. Me 262 A elevator is less affected by ram air according to newly found data;
    17. RPM control helper won’t sometimes turn on by itself on Expert difficulty;
    18. AI wing leaders flying on jet aircraft won’t decrease their speed too much waiting for their wingmen;
    19. AI pilots try not to exceed 5G (6G if they have anti-G suits) to prevent the loss of consciousness;
    20. When starting a QMB mission close to AI aircraft they’ll act more aggressively;
    21. A bug that could cause AI P-39 pilots to overrev and damage their engines has been fixed;

    Ground vehicle improvements

    1. Vertical gun aiming speeds on all player-controlled vehicles were made realistic according to their correct reduction ratios and the handwheel rotation speed which is the same for all vehicles;
    2. When player exit a gunner seat the gun or MG is left in the last aiming position;
    3. When gunner opens his hatch, the turret is left in its last position;
    4. Repairing of Pz.III main gun and turret traverse mechanism happens correctly;
    5. Panoramic gunsight on KV-1s and T-34 (UVZ) mod.1943 tanks can be damaged by hitting its armored cupola;
    6. The repair process has been corrected to prioritize the leaks;
    7. Tiger main gun has been made sturdier against fragments;
    8. Simple AI ground vehicles with damaged wheels, engine or killed crew no longer become an unmovable obstacle;
    9. A destroyed AI object no longer causes excessive damage to other objects ramming it;
    10. Ammo crates near artillery positions are not a difficult obstacle anymore;
    11. Simple ground vehicles have realistic gun aiming speeds;
    12. GAZ-AA and ZiS-5 trucks have correct mass (previously they had empty vehicle mass);
    13. Simple AI tanks and guns have a delay between initial aiming and opening fire and between destroying a target and engaging another;
    14. Detailed AI tanks button up when engaging a target;
    15. Detailed AI controlled T-34 (UVZ) mod.1943 is correctly counted in statistics;
    16. Destroyed Т-70 has correct tracks texture;
    17. The forward lights of the G-8 locomotive no longer shift from it when viewed from a far distance;

    Scenario campaign improvements

    1. Fortress on the Volga: aircraft appear and disappear according to the new visibility distance;
    2. Fortress on the Volga: you can encounter U-2VS when flying over the enemy territory;
    3. Fortress on the Volga: U-2VS and Hs 129 can be seen on airfields;
    4. Fortress on the Volga: the movement of all transport and armored columns has been corrected;
    5. Fortress on the Volga: Soviet tank attack in mission 3 has been completely overhauled;
    6. Fortress on the Volga: other minor improvements;
    7. Blazing Steppe: aircraft appear and disappear according to the new visibility distance;
    8. Blazing Steppe: you can encounter U-2VS in the air;
    9. Blazing Steppe: U-2VS, P-40 and Hs 129 can be seen on airfields;
    10. Blazing Steppe: the movement of all transport and armored columns has been corrected, there are more of them and they are larger;
    11. Blazing Steppe: new aircraft groups added;
    12. Blazing Steppe: all Soviet 85 mm AA gun batteries were overhauled;
    13. Blazing Steppe: all static objects have been updated to correct durability values;
    14. Blazing Steppe: the forces and mission logic have been corrected in missions 6 and 8;
    15. Blazing Steppe: other minor improvements.


    Patrick

  20. #95
    IL-2 Sturmovik ForumDeveloper Diary 235 - Discussion

    1 minute ago, Han said: 235 Hello everybody, Only one week has passed since the huge release, but were already preparing for the next update. Of course, it wont be as massive - we cant do so much each month - but it will bring a number of important...



    Hello everybody,Only one week has passed since the huge release, but we’re already preparing for the next update. Of course, it won’t be as massive - we can’t do so much each month - but it will bring a number of important things nevertheless. As we promised, we’re working on improving the overall quality of the product.
    First of all, we have found a way to improve the situation with the planes disappearing too early against a cloud. This won’t fix the pixelization issue (it is a different matter), but we hope the coming update will address the problem when a plane can visually disappear at 2 km or so. We plan to start the work on minimizing the pixelization issue before the end of this year. Another good news is that we have managed to fix a very old problem with excessively long login into the game - if the testing goes well, in the next update you’ll see your login times decrease nearly tenfold, from dozens of seconds to single digits, and the dreaded login fail error #2 should be gone as well.
    We also have managed to find the cause of the random bug some of you have reported, when some planes suddenly lose their rudders in the flight. It turns out this issue is caused by the signal noise in some joystick controllers. Such noise spikes in the input cause the control surfaces in the sim to turn so sharply that their durability limit is exceeded and they are torn off by the ram air. This means that fixing this particular bug is no trivial matter - on one hand, we need to keep the durability limit of the control surfaces realistic while on another we don’t want to add a new layer of filtering for the joystick axes input we have minimized so recently before. This is a very fine work involving re-checking every plane control behavior, but our engineers have done it and we plan to include its result in the next update as well.
    Another important improvement is for Tank Crew users that play in VR - now you won’t have to rotate your head when looking through the gunsight and rotating it using the mouse. Like most improvements for the tanks, it will be also useful for aircraft - operating turrets in VR will be easier. We’re also starting the work on two other important things for the tanks (they won’t be ready for the next update though) - improving the gun aiming (fixing the problem when the rotation marker ‘jumps’ too far) and adding the binoculars for tank commanders.
    We also hope to include important AI improvements in the next update - aircraft AI should better attack the ground targets in hilly areas while ground vehicle AI should better navigate through numerous obstacles like driving through a village.
    SU-122 assault gun will be the main addition of the next update. It demanded several new technologies and some of them, like aiming for indirect fire at large distances, will be added later. 122mm HE shell is very powerful since when it hits the turret its fragments can penetrate the thin hull roof armor while 122mm HEAT rounds can penetrate up to 120mm of armor, enough to engage any tank in the game from any angle. Of course, there’s a catch - low muzzle speed and narrow range of vertical adjustment of the howitzer (±10°) make aiming at large distances a nontrivial matter. The 45mm front armor inherited from T-34 tank the assault gun is based on (and the fact that its slope is less than on T-34) make the face-off with enemy heavy tanks very difficult. At least this task is much more realistic than engaging them having only a 76mm gun at your disposal.


    The work on another cat in German arsenal, Pz.Kpfw.V Ausf.D “Panther” is underway as well and we hope to have it ready for the release before the New Year. Here are several WIP screenshots from our partners at Digital Forms:

    Patrick

  21. #96
    Dear Friends,
    1C Game Studios is proud to announce our next combat theater in the IL-2 Sturmovik: Great Battles series of products – Battle of Normandy!
    It was just over 75 years ago that the western Allies launched joint airborne and amphibious landings in the Normandy region of France. Both the preparation and execution of the invasion of Normandy had a large air component and involved many airfields in the UK and in France, especially after the Allies landed and built many Advanced Landing Grounds. Some German-built and occupied airfields were captured, repaired and re-used by the Allies as they advanced.
    The Allied advance towards Paris and eventually Germany was not easy and air-power was heavily employed to help facilitate a breakout. The Germans had a very difficult time keeping their hold on France and were faced with defending against not only Allied fighters, but also dedicated ground attackers, bombers and even naval units. The history of this battle makes for a lot of interesting gameplay. We hope to bring this period of the war to life like never before, just like we have done with Battle of Bodenplatte and our previous Eastern Front titles. Due to its important location, Battle of Normandy opens up additional mission scenarios and a vast timeline for great aerial warfare action utilizing many aircraft and content from our previous titles. Plus, Battle of Normandy adds a lot of content that can be utilized in our Battle of Bodenplatte environment.

    Content
    Battle of Normandy, will continue to offer a wide variety of gameplay options and also push our product forward with additional technology, features and improvements. We will of course, have an awesome plane-set that represents the era in which the title takes place. It will also include all the features that is standard for our WWII titles such as QMB, Pilot Career, Custom SP Missions and Multiplayer support. We also plan to include a Scripted Campaign focusing on a specific part of the battle. See below for additional information.
    Battle of Normandy Plane-set:
    P-51B/C
    P-47D “Razorback”
    Typhoon Mk.Ib
    Mosquito F.B. Mk.VI
    Spifire Mk.XIV (Collector Plane)
    C-47 Dakota (AI)
    B-26 Marauder (AI)

    Bf 109 G-6 “Late”
    Fw 190 A-6
    Ju 88 C-6a
    Me 410
    Ar 234 (Collector Plane)
    V-1 Buzz Bomb (AI)

    This is what we plan to build based on our current research and desires. Of course, if for any reason one of these planes cannot be built to our satisfaction, we will find a suitable replacement.
    Normandy Map
    To support this particular Great Battle, we plan to build numerous ground vehicles, tanks, paratroopers, artillery, bunkers, objects, obstacles, buildings, airfields and ships that will bring flying such dangerous missions to life.

    The map of Battle of Normandy is also planned to be very satisfying in its size, scope and detail. Substantial portions of Southern England, Normandy and Calais regions will be included. We plan to have two versions of the map. There will be both pre-Invasion and post-Invasion versions. This allows us the ability to have our Pilot Career span the period preparing for the invasion and post D-Day events. It also allows us to create scenarios that are even further removed from the invasion itself and explore the 1942-43 period with some assets from our previous titles and certain Collector Planes. The gameplay possibilities are quite exciting to us and we hope to you as well.
    In addition to the content we plan to create, we will also continue to improve our Digital Warfare Engine and add some ‘in the works’ features that were not ready for BOBP release. This includes such items as, Air Marshal, improved MP Lobby, GUI-based Object Viewer, new rendering techniques and drop-tanks. Of course, this is on top of all the numerous small improvements, tweaks, fixes and enhancements we will continue to work on. We never stop working to improve our products and simulation engine.
    BON Pre-Order Available!
    To kick off Battle of Normandy development we have launched the Pre-Order period today! Our Pre-Order discounted price is $10 Off MSRP at $79.99 for the Premium Edition until the Pre-Order/Early Access period ends. The final MSRP at time of release of Battle of Normandy Premium Edition will be $89.99.
    Pre-Order Battle of Normandy Here
    We hope you are as excited as we are to build Battle of Normandy. When it comes to WWII, there are many interesting theaters, time periods and events that would make for an awesome product. There are also many fascinating conflicts outside of WWII that could make for a really fun combat simulation. We have considered them all. However, we have chosen Normandy as our next destination so we can explore one of the most famous battles in history and Normandy will allow for a more complete accounting of the air war over Europe (East and West) which gives you the player a more complete experience. Building Battle of Normandy also allows both the developers and the community to utilize some of our existing content to expand your gameplay options even more.
    We also wish you the absolute best this Holiday Season to you, your family, your friends and our dedicated development partners all over the world. We appreciate all the support and nice words you have said about our products during this most recent development cycle which was a lot of hard work. We will continue to build a better product, grow the team a bit more and listen to you, our loyal customers.
    We’ll see you on the beach! ….and in the sky!
    The IL-2 Sturmovik Team

    Patrick

  22. #97
    Update 4.003

    Dear friends,

    We have decided to release a bugfix update to prepare for the coming winter holidays - it doesn't bring new content, but its fixes are important enough. The most of them are AI improvements - we have spent a lot of time this month to improve dogfighting algorithms and we'll continue to improve AI further. There are also important fixes for the player controlled ground vehicles and our friend =Luke FF= worked on improving the Career mode. The full list of changes is following:

    AI improvements
    1. AIs finish a ground attack run by pulling up harder, which should improve their survivability rate in hilly terrain;
    2. AI bombers drop the bombs better;
    3. Advanced AIs won't 'stuck' in an endless circle during dogfight anymore;
    4. AIs perform "Low Yo-Yo" and "High Yo-Yo" maneuvers better;
    5. Detailed AI tanks engage the nearest targets by default like simple AI tanks do;
    6. AI drivers of self-propelled artillery and other ground equipment with a fixed main weapon now face the target to aim if the priority of the mission command being executed is LOW;
    7. Ground vehicles won't 'jump' on steep slopes;
    8. Ground vehicle AIs won't turn their engines off immediately after stopping;
    9. AI ground vehicles have a variable exhaust effect when moving;
    10. The steam locomotives won't turn on the lights during the day;
    11. AA guns and machine guns mounted on trains follow mission command priority;

    Aircraft improvements
    12. The game won't crash when repairing a dirty airplane canopy;
    13. Fixed excess clicks of triggers in the cockpit for missing weapon groups;

    Player controlled tanks improvements
    14. There is a turret ventilation sound in Pz.III Ausf.M, Pz.IV Ausf.G, Pz.VI Ausf.H1 and T-34-76UVZ-43;
    15. The master switch is turned on not only when the engine is turned on, but also when the headlights, lighting, signal, tower control with electric trigger or fan are turned on;
    16. Fixed the "loss" of the camera when switching from a gunsight to the normal view;
    17. Detailed tanks gunsight adjustments are displayed in technochat;
    18. Opening and closing of various hatches is displayed in technochat;
    19. Startup procedures, the operation of turret and gun systems of the Tank Crew tanks are displayed in technochat;
    20. Sub-caliber armor-piercing rounds now lose their stability and ability to penetrate further armor barriers after breaking through the first one;
    21. On SU-122, the problem with displaying the commander’s sight in VR was fixed (the second eye was not deactivated);
    22. On SU-122, when choosing the DG-460A HEAT shells, the slider of the scope scale is now correctly set to the third scale;
    23. Added gunsight settings for firing using a gunner’s sight to the description of SU-122;

    Career mode improvements
    24. Awards in career mode adjusted to better reflect the historical reality for all nations;
    25. Awards text descriptions updated;
    26. US careers: medals are awarded according to the criteria set forth by the US 9th Air Force in 1944;
    27. German careers: new AI pilots in the squadron with previous flight time now have the possibility to have campaign awards from earlier battles (Eastern Front Medal and Kuban Shield);
    28. Soviet careers: new AI pilots in the squadron with previous flight time now have the possibility to have the Medal 'For the Defense of Stalingrad' from December 22, 1942;
    29. Soviet careers: Order of the Patriotic War 2nd Class, Order of the Patriotic War 1st Class, Red Wound Stripe, and Yellow Wound Stripe no longer erroneously awarded during the Battle of Moscow;
    30. British careers: Mentioned in Despatches can now be awarded multiple times;
    31. More stock aircraft skins added to all phases of career mode;
    32. German fighter and attack pilots will now fly an airfield attack strafing mission on January 1, 1945, in career mode;
    33. Aircraft weapon loadouts and modification restrictions updated for all phases of career mode;

    Other improvements
    34. Loaders in player controllable tanks, Ju-52 Co-Pilot and A-20 Navigator are invulnerable if Invulnerability difficulty option is turned on;
    35. All aircraft GUI previews updated to have a similar style;
    36. Simple AI vehicle sounds completely overhauled (all large artillery guns, tanks and assault guns, GMC-CCKW, WillysMB, M16-AA, 72K).




    Patrick

  23. #98
    IL-2 Sturmovik ForumDeveloper Diary 236 - Discussion

    1 minute ago, Han said: 236 Dear friends, The year 2020 is here in full force. Lets hope that the new decade will bring good changes to our world. We in the IL-2 Sturmovik team are beginning the work on the new project, Battle of Normandy....



    236Dear friends,
    The year 2020 is here in full force. Let’s hope that the new decade will bring good changes to our world. We in the IL-2 Sturmovik team are beginning the work on the new project, Battle of Normandy. For instance, the production of 3D models for several new planes has started already. We’re researching the possibility of moving the rendering engine to Deferred Shading tech. The map team has begun the research of the new map. We’re making design documents on new buildings, ground vehicles, ships and motorboats.
    We’re continuing our approach of improving our sim constantly - the incoming update 4.004 will bring many improvements for our already released projects. It will also add the new tank for Tank Crew - Pz.Kpfw.V Ausf.D “Panther” - and additional airfields and visually improved banks of the countless rivers and canals on the Rheinland map.







    Patrick

  24. #99
    Update 4.004
    Dear friends,
    We’re glad to report that update 4.004 is released. The main additions of this one are a new tank for Tank Crew - Pz.Kpfw.V Ausf.D “Panther” - and improved look and additional airfields for Rheinland map (Battle of Bodenplatte). There are many other fixes and improvements as well:
    Additions

    1. Pz.Kpfw. V Ausf.D “Panther” for Tank Crew;
    2. Better looking river and canal banks on Rheinland map;
    3. 13 new airfields on Rheinland map:


    • Le Culot East (Y-10)
    • Kluis (B-91)
    • Mill (B-89)
    • Helmond (B-86)
    • Amsterdam-Schiphol (B-97)
    • Arnhem-Deelen
    • Soesterberg
    • Strassfeld
    • Strassfeld 2 - Odendorf
    • Hilversum
    • Diest (B-64)
    • Nivelles (B-75)
    • Bierset–Liege (A-93)


    1. 4K quality exterior textures made by Martin =ICDP= Catney added for Yak-1 series 69;
    2. The better-looking transition between the river and sea waters;
    3. Improved Т-70 tank model and textures;
    4. Updated texture cache system, it should reduce stutters in heavy load MP missions significantly;
    5. Brightness and size of very distant aircraft LODs made more uniform (it differed too much on some aircraft);
    6. Added initial support for SimShaker to be used in conjunction with JetSeats and other audio powered feedback devices.

    AI improvements

    1. Ground attack aircraft won’t hit the ground when engaging a target with rockets and guns in a tight formation;
    2. AI-controlled B-25 starts the engines correctly;
    3. AI fighters attempt Immelman maneuver only if they have enough speed;
    4. AI fighters open fire more aggressively;
    5. AI pilots keep formation on large maps much better;
    6. AI vehicle column won’t drive into a river if the last waypoint was on a destroyed bridge or immediately before it;
    7. Assault guns (simple and detailed) correctly face a target when set to LOW command priority in the mission;

    Aircraft improvements

    1. P-51, P-47 and P-39 have correct trimmer animations;
    2. A-20 engines won’t trigger wrong overheat messages;
    3. Wrong engine overcooled messages on P-47D were corrected;
    4. P-51 landing gear covers shouldn’t open and close again and again anymore;
    5. Cylinder heads overheat warning will be displayed correctly;
    6. Flying Circus planes won’t display a wrong message about engine failure when it is switched off;
    7. The time it takes to switch to combat position and back has been corrected for all gunners;

    Detailed tanks improvements

    1. When the loader is killed, the time it takes to load the main gun or coaxial MG is increased significantly;
    2. The visual effect of propellant gases is reduced when the exhaust fan is off or is not present;
    3. The time it takes to vent the turret after the shot depends on the operational exhaust fan;
    4. Detailed tanks won’t visibly ‘crouch’ at a high speed;

    Other improvements

    1. All night bombing Career missions with more than 6 planes in the flight won’t start in a map corner anymore;
    2. Wrong ground attack German planes in the late Stalingrad Career chapters were corrected;
    3. Duplicate ID error message in the dedicated server has been removed (it blocked the server, now it is visible in the console);
    4. Correct season in the pre-mission hangar (Winter/Summer);
    5. In Mission Editor it’s no longer possible to select a wrong part of a multi-part vehicle skin;
    6. Daimler M1914 FlaK 77/L27 and Thornycroft J-type 13pdr AA shells appear in the correct place ().









    Patrick

  25. #100
    IL-2 Sturmovik ForumDeveloper Diary 238 - Discussion

    Just now, Han said: 238 Hello everybody, This week we continue telling you about the new Collector Planes, now is the turn of Yak-9 and Yak-9T. .................................................. ............ Full news - here is a full text and visual...



    238Hello everybody,
    This week we continue telling you about the new Collector Planes, now is the turn of Yak-9 and Yak-9T. Yak-9 was the most mass-produced Soviet WWII fighter, more than 14,000 were made on three factories in Moscow, Omsk and Novosibirsk in total. The production started during Autumn 1942 and peaked in 1944, but continued well after the war ended - it stopped only in 1948. They were used in combat en masse for the first time during Kursk battle in Summer 1943, but several documents reflect smaller scale combat deployments of the new fighters on other fronts of 1943, including the Battle of Kuban.
    Yak-9, while being an evolution of Yak-7 design, had significant changes: metallic spars instead of the wooden ones, bubble canopy with an improved field of view, forward-and backward-facing armored glass pieces. The fighter armament was standard - 12.7 mm UBS MG and 20 mm ShVAK gun. It was powered by M-105PF inline engine.
    We also recreate a special model of this fighter, Yak-9T, that was developed to counter enemy bombers and was also used against lightly armored targets. A powerful 37 mm NS-37 gun with 30 rounds ammo reserve required more space, so the pilot’s cockpit has been moved back to make more room for it and to maintain the pitch balance. It’s interesting to note that while this gun was much more powerful, the total weight increase was just 40 kg and the plane aerodynamics did not change for the worse noticeably.
    We’ll start the work on Yak-9T immediately after finishing Yak-9 (the exterior 3D model of Yak-9 is nearly complete while its cockpit 3D model and physical model are in the works and show good progress).




    Patrick

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