WOW! this will be game changer for real!
Sono aaaaaaaaaaanni che lo aspetto!
Sulla manetta c’erano TRE “tacche”…
In decollo, prima di passare alla tacca successiva, bisognava aspettare di arrivare ad un certa velocità…
( Se su IL 2 i modelli di volo si avvicinassero a quelli dell’aereo vero, ci sarebbe da ridere… )
Detta in 2 parole
Il2 è tanta atmosfera e modelli di volo così così…
DCS il contrario…
Però stan migliorando di continuo entrambi!
Abbiamo cose che 15 aanni fa avremmo ucciso per avere! E ci lamentiamo che vorremmo ancora di più
Mi lamento seriamente solo del caldo!
( Comunque, appena arriva il Tempest, andiamo tutti in line abreast con aerei diversi, a confrontare l’accelerazione )
about sims getting better
Dev blog #231
20.09.2019
Hello everybody,
We’re in the second half of September and this means that the next update 3.201 isn’t far away. This one will be massive and will bring a lot of new content as well. Three player controllable aircraft, AI bomber, new AI ground vehicles and of course, the new map - Rheinland. This map tops the records once again: 130 000 square kilometers of reachable terrain (401 x 324 km), 176 000 square kilometers total size (461 x 384 km), 225 cities and towns - a record number of big cities, 70 airfields - 67 of them have historically correct layout recreated using archive documents. For increased detail and historical accuracy, for the first time, we have used 4 airfield types on the same map - with concrete, metal, and unpaved runways and airstrips without runways.
To populate the map with European buildings on such a large scale new ‘construction kit’ of European city blocks was created - this allowed to represent highly populated cities while keeping the general layout of the city where they belong. There are new models for big factories and many unique buildings and we also actively used the bridges ‘construction kit’ which has been developed previously.
Landscape features, especially in the hilly areas - deep river valleys, hills covered by forests and small reclusive towns create a special atmosphere.
Let’s return to the urbanized areas - we’re happy to announce that we were able to create a tech that allows displaying buildings three times farther than before. Rendering at such distances because of the enormous amount of buildings visible at the same time required heavy use of multi-threaded tech to prepare the data. We have made this feature optional for simmers that have a weaker PC. For such a map as Rheinland with many cities and towns, it really improves the perspective and the overall feel. Of course, it is useful for other maps too - for instance, it allows bomber pilots to spot their targets significantly sooner.
And as we announced before, for Bodenplatte we created AI ground vehicles with increased model and texture detail, 13 new types in total.
These news, looks like a too much slow streap tease…
Returning to Bodenplatte, we’re glad to report that we have found the means of increasing visual quality of Tempest Mk.V even more. Since the end of Summer, our artists worked on the texturing and materials and you can see the result on these screenshots.
The aircraft released in the previous TOWs also gets attention - Battle of Stalingrad owners will see IL-2 mod. 1942 and Bf 109 G-2 skins updated to 4K quality thanks to Martin =ICDP= Catney and Neeraj =BlackHellHound1= Bindraban. But not only visuals are being upgraded for our previous projects - we’re also working on some sound improvements. For instance, DB-601 and BD-605 engine sounds installed on Bf-109s and Bf-110s will become more realistic in 3.201.
Voci sulla data di uscita del Tempest?
Update 3.201
Dear Friends,
The IL-2 development team is glad to report that the new huge update 3.201 is released. It brings you not only the 3 new aircraft and 2 new maps for two projects, but also many improvements in all areas of the sim - graphics, physics, audio, controls, armament, and instruments. You can find the in depth information about some of the new features in our recent Dev Diaries. Please note that this update is the last milestone before the release of two projects at once - Bodenplatte and Flying Circus Vol.1 - which should happen in a month or so. Moreover, this update contains many improvements for Tank Crew as well, paving the way for the release of its two scenario campaigns and tank commander interface.
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
- Tempest Mk.V Series 2 fighter is available to all Bodenplatte owners;
- P-51D-15 fighter is available to all Bodenplatte owners;
- Collectors Plane P-38J-25 is available to all Bodenplatte Premium Edition owners;
- The new map Rheinland Summer 1944 (including the Low Countries) is available to all Bodenplatte owners in QMB mode;
- The new map Arras Spring 1918 is available to all Flying Circus Vol.1 owners in QMB mode;
- B-25D bomber added (not player controllable);
- GMC CCKW truck added;
- Willys MB off-road vehicle added;
- M16 Half-track self-propelled AAA gun added;
- Sd Kfz 7 Flakvierling 38 self-propelled AAA gun added;
- Flakvierling 38 AAA gun added;
- М1A1 90 mm AAA gun added;
- US searchlights and landing lights added;
- M5 3-inch AT gun added;
- M1 155mm howitzer added;
- JagdPz IV L70 tank destroyer added;
- Infantry and AA .50 MG added;
- New types of road and railroad bridges added;
- New Western European town and village blocks added;
- New industry blocks added;
- Many new unique buildings for Rheinland and Arras added;
- New countries that participated in WWI and WWII added to the mission logic;
Visual improvements
- 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;
- New ‘Distant buildings’ option added;
- Object markers can be blocked by landscape and objects, including own aircraft or vehicle;
- Static objects rendering has been optimized to increase performance;
- Sun glare from distant aircraft is visible better;
- Fire can be visible inside the cockpit on single and triple engine planes;
- It’s possible to display a customizable photo in all aircraft cockpits and tank cabins;
- Collimator sight reticle has been improved for all planes;
Aircraft improvements
- DB-601 and DB-605 engine sounds improved for all Bf-109 and Bf-110 planes;
- 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;
- 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;
- Oxygen deficit affects the human tolerance to high G-load more accurately;
- Visual and audible high-G effects made more realistic;
- The sound of the player breathing during a significant positive G load improved, that sound is no longer played during a negative G load;
- G-suits increase the load factor tolerance of the crew;
- The crew can become motion sick from alternating G loads;
- High-G loads, powerful impacts and pain shock can render the crew unconscious resulting in a loss of control;
- New ‘Simple physiology’ option added to the difficulty settings disables the load factor tolerance decrease, loss of consciousness and motion sickness;
- Damage inflicted to the crew from powerful impacts and falls have been corrected;
- The player can’t get painful shock anymore if the invulnerability difficulty option is checked;
- The ability of the crew to bail out is now limited by the G-load (including its direction), airspeed and crew health (wounds);
- Crew bails out differently depending on the G load direction - down if the load is positive and up if the load is negative;
- 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;
- 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;
- 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;
- The adjustable stabilizer axis is no longer inverted (its direction is changed according to DirectX standard);
- New commands for retraction and extension of the landing gear added;
- 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;
- 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;
- 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;
- Spitfire stall behavior with released landing flaps has been corrected;
- British and American voiceovers added for Bodenplatte pilots;
- 150 Octane fuel is available for Spitfire IXe that enables +25 lbs. With it enabled, switching supercharger gears becomes manual;
- La-5FN skins should work on an MP server now, but this change requires reassigning its skins in the missions created earlier;
- Bodenplatte pilots got Summer uniform;
- Windmilling effect works on U-2VS;
- British gyro gunsight G.G.S. Mk.IId (Spitfire Mk.IXe) now accounts for gravitational bullet drop when calculating the deflection;
- Spitfire Mk.IXe electric fuel pump won’t continuously switch on and off at low throttle on the ground;
- Some instruments and switches sounds corrected on Spitfire Mk.IXe;
- Me 262 A behavior at beyond-stall angles of attack corrected;
- The physical behavior of I-16 fragments has been corrected;
- Smoke clouds after a plane crash in multiplayer disappear correctly;
AI improvements
- AI better aims at distant steadily flying targets;
- AI better distribute enemy targets among themselves;
- If an AI has a speed advantage over a target it is attacking, it tries to keep this advantage;
- Combat turns, spirals and banking maneuvers in a dogfight are performed more aggressively;
- AI won’t switch maneuvers too frequently, distorting its planned tactics;
- Criteria for choosing maneuvers in a dogfight were updated;
- AI keeps the formation better;
Tank improvements
- Offroad shaking has been made more natural;
- All the tanks now use the M4A2 aiming method;
- The engine startup sequence is now animated (master switch, excess pressure valve, manual fuel pump, wobble pump, caution signal);
- Inner visual effects are not affected by tank movements;
- Engine exhaust effect improved;
- Driver gauges, turret instruments, MG elements are now animated in multiplayer;
- Direction controllability improved;
- APHE rounds cause more damage to inner components after the armor penetration;
- The visual effect of the turret traverse motor exhaust added to Pz.Kpfw. IV Ausf. G and M4A2;
- 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;
- 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);
- KV-1s, Т-34-76 UVZ (1943) and M4A2 have functioning klaxon (LAlt+S);
- Inner details and texturing improved on KV-1s and Pz.Kpfw.VI Ausf.H1;
- Pz.Kpfw. III Ausf. M, Pz.Kpfw. IV Ausf. G and Pz.Kpfw. VI Ausf. H1 bow MGs use the M4A2 aiming method;
- There is an alternate DT MG gunner aiming mode on KV-1s - through the periscope (in addition to the regular one through the gunsight);
- KV-1s commander and radioman have an alternate aiming mode - through a visor;
- M4A2 turret traverse can be powered by the motor-generator;
- M4A2 first-person view height corrected for a driver and MG gunner in unbuttoned positions;
- Visible (from the driver seat) rotation of the steering drive shaft has been corrected on Pz.Kpfw.IV Ausf. G;
- Pz.Kpfw.III Ausf. M fuel or oil fire effect has been corrected;
- A firing port in the panoramic gunsight armor added on KV-1s;
- Air inlets of the engine compartment added on KV-1s;
- Slits in the driver visor on KV-1s decreased in the visor open position;
Other improvements
- The sound subsystem uses newer FMOD API - sound loss after long play sessions should be fixed;
- Runway floodlights work now;
- Coalition sorting functionality added to QMB mode;
- An automatic chat message in the multiplayer reports if there is no UDP traffic coming from one of the players;
- 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.
- Radio chatter volume is affected if the player is concussed, lost consciousness or wounded.
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 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:
https://forum.il2sturmovik.com/topic/54947-pre-release-celebration-sale-bosbombok-campaigns-75-off/
Another news!!
Dear 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.
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!
source
Update 4.001 – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released!
07.11.2019
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
- “Battle of the Rhine” career timeframe consisting of five chapters added to Battle of Bodenplatte;
- Rheinland Autumn 1944 map added to Battle of Bodenplatte;
- Rheinland Winter 1944-45 map added to Battle of Bodenplatte;
- Rheinland Spring 1945 map added to Battle of Bodenplatte;
- Canon de 75 mle 1897 gun added to Flying Circus;
- 7.7 cm FK 96 n.A. added to Flying Circus;
- QF 4.5-inch howitzer added to Flying Circus;
- 15 cm sFH 13 howitzer added to Flying Circus;
- QF 13 pounder 6 cwt AAA gun added to Flying Circus;
- 7.7 cm FlaK L/27 AAA gun added to Flying Circus;
- Hotchkiss Mle 14 regular and AA machineguns added to Flying Circus;
- Spandau MG 08 regular and AA machineguns added to Flying Circus;
- Great War searchlights added to Flying Circus;
- Thornycroft J-type self-propelled AA gun added to Flying Circus;
- Daimler M1914 armored self-propelled AA gun added to Flying Circus;
- Benz LKW 1912 truck added to Flying Circus;
- Leyland 3 Ton RAF truck added to Flying Circus;
- Crossley T5 command vehicle added to Flying Circus;
- Mercedes Kettenwagen 22 command vehicle added to Flying Circus;
- No-mans land visually improved on Arras map;
- Amiens cathedral added on Arras map;
- Balloons added on Arras map in quick mission builder (QMB);
- Observers bail out from balloons on Arras map;
- Soviet tank campaign Breaking point added to Tank Crew;
- German tank campaign Last chance added to Tank Crew;
- Tank radio chatter added to Tank Crew;
- 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);
- Achtung Spitfire! Scripted Campaign is released;
- Simplified AI-controlled Pz.Kpfw. VI Ausf.H1 added;
- Simplified AI-controlled M4A2(75) added;
- Simplified AI-controlled M4A3(75)W added;
- New Extreme quality cloud setting added that makes the clouds sharper and less ‘shifting’.
- Three new P-51 (by ICDP and Bugsy) and one P-38 skin added (by ICDP);
General improvements
34. The color of aiming helpers for the guns, bombs and rockets has been changed;
35. Ground vehicles navigate large bridges on Rheinland map correctly;
36. Rheinland and Arras maps have cobblestone roads;
37. Missing grass added to yellow fields on Prokhorovka maps;
38. Mission designers can define the default GUI map view more accurately by using Normal type lines;
39. Mission designers can use custom (unofficial) skins in the campaigns;
40. Career bug that caused the planes left in the air to be lost has been fixed;
41. 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
42. Unlimited ammo difficulty option no longer creates bombs and rockets under a lost wing;
43. MiG-3 flaps have been corrected - any change of the flaps limiter position retracts them first and then extends to a new position;
44. A wrong shaking warning message has been removed from P-51D-15;
45. The automatic supercharger gear change altitude has been corrected on P-51D-15 when using 150 octane fuel;
46. Radio volume can be adjusted (LAlt+NumPad+ and LAlt+NumPad- by default);
47. 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;
48. More aircraft controls are blocked when the pilot is unconscious;
49. After rearming in a service area the guns are ready to fire immediately without pressing reload key;
50. You can’t see your own previous plane when starting again in multiplayer;
51. Wrong technochat messages about rudder and elevator surfaces were corrected (like reporting a right part hit instead of a left one);
52. Fw 190 D-9 fuel switch works correctly;
53. Tempest Mk.V s.2 engine startup made faster;
54. AI Bf 109 K-4s correctly start their engines on parking;
55. FlyingTempest Mk.V s.2 without part of a wing became more difficult;
56. Tempest Mk.V s.2 stall speed increased by 6 mph;
57. Me 262 A elevator is less affected by ram air according to newly found data;
58. RPM control helper won’t sometimes turn on by itself on Expert difficulty;
59. AI wing leaders flying on jet aircraft won’t decrease their speed too much waiting for their wingmen;
60. AI pilots try not to exceed 5G (6G if they have anti-G suits) to prevent the loss of consciousness;
61. When starting a QMB mission close to AI aircraft they’ll act more aggressively;
62. A bug that could cause AI P-39 pilots to overrev and damage their engines has been fixed;
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
- AIs finish a ground attack run by pulling up harder, which should improve their survivability rate in hilly terrain;
- AI bombers drop the bombs better;
- Advanced AIs won’t ‘stuck’ in an endless circle during dogfight anymore;
- AIs perform “Low Yo-Yo” and “High Yo-Yo” maneuvers better;
- Detailed AI tanks engage the nearest targets by default like simple AI tanks do;
- 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;
- Ground vehicles won’t ‘jump’ on steep slopes;
- Ground vehicle AIs won’t turn their engines off immediately after stopping;
- AI ground vehicles have a variable exhaust effect when moving;
- The steam locomotives won’t turn on the lights during the day;
- 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).
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Hello everybody,
It finally snows in Moscow while we continue the work on the new aircraft. Including the new Collector Planes for both the Western and Eastern fronts of the war - Yak-9, Yak-9T and Hurricane. Today we’re ready to show you the progress achieved at the moment for the British Hurricane, which will have 5 (!) different modifications in our sim:
- Hurricane Mk.IIa: basic model armed with 8 х 7.69 mm Browning MGs;
- Hurricane Mk.IIb: the number of MGs has been increased to 12;
- Hurricane Mk.IIc: this model had 4 x 20 mm Hispano guns;
- Hurricane Mk.IId: anti-tank model armed with 2 x 40 mm Vickers-S guns and 2 x 7.69 mm MGs;
- Hurricane Mk.II with Soviet weaponry that was installed on the Lend-Lease aircraft: 2 х 12.7 mm UB MGs, 2 x 20 mm ShVAK guns and Soviet bomb and rocket holders.
We hope that this nice selection of the Hurricane models suitable both for the Western and Eastern front would be a great addition to IL-2 Sturmovik series:
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Dear Friends,
Continuing from the previous Dev Diary, this time we’ll tell you about the second important addition (well, depending on your personal preference it may be the first important addition actually) coming in our next update - version 4.008. The P-47D-22 “Razorback”, the first aircraft of Battle of Normandy, will kick off the Early Access program for this module.
The main difference from the P-47D-28 you have flown in Bodenplatte is the cockpit canopy design with significant canopy framing and dorsal spine behind it. The front part of the canopy includes two angled parts and a windshield center post that would have blocked the view through the gunsight if it was installed in the center, so the gunsight was moved to the right like in the German fighters. The space between the gunsight and the angled windshield parts is occupied by the armored glass protecting the pilot from fragments and small-caliber projectiles coming from the forward hemisphere. On the top of the framing, a rear-view mirror is installed - it was standard-issue, not an optional modification. Contrary to the P-47D-28, the canopy was opened in a classic way, manually, and not by a fancy electric motor.
The “Razorback” had a different propeller than the D-28 and the propeller pitch was controlled by hydraulics, not an electrical drive which had no manual mode. The P-47D-22 can use high-octane fuel, which affects the engine power, and the good news is that P-47D-28 will receive this option in the next update as well. As we have stated many times before, we don’t forget about a module after its release date and will always continue to improve it and add new features whenever possible.
While we were working on the Razorback, its successor from Bodenplatte got the same flight model refinements as well: for instance, the effectiveness of the flaps has been reduced somewhat and the aircraft behavior beyond stall angles has been corrected - it won’t stall so unpredictably and will indicate the coming stall by buffeting and lowering the nose. The load on the control surfaces have been corrected as well - the ailerons are affected by the ram air a bit earlier, but the load increases at higher speeds more smoothly and the elevator load at high speeds was also reduced somewhat. The Mach number effect on the controls has been additionally adjusted. Overall, this resulted in better compliance with the reference data for roll speed and increased Mach-tuck tendency at high speeds. In general, P-47 now feels more like a heavy machine it was.
It is interesting to note that while Razorback was an earlier model than D-28, it has a bit higher climb rate and significantly (+27 kph) speed at emergency engine mode. To a degree, this difference comes from a different propeller, but mainly it was caused by the dorsal spine. Bubble canopy, while being vastly superior for offering a much better view, creates flow swirling behind them. Dorsal spine fairing increases the lift-drag ratio of a plane.
Bodenplatte fans will be happy to hear that we are going to insert the D-22 into the BOBP Pilot Career once the plane is finished. Some Razorback models were still in operation during this period so you will be able to fly them and against them in the BOBP Career before the Normandy Career is ready. However, you will need to have purchased BON to have access to their cockpits in BOBP. This gives an added benefit to participating in BON Early Access. Would-be Razorback pilots - it’s time to enlist!
To complete today’s Dev Blog, we would like to showcase another improvement that we did exclusively for our previous projects - new early Luftwaffe pilot winter uniform which will be later used for all fighters and then bombers from Battle of Moscow and Battle of Stalingrad:
Good also for my future models in scale, above all about the Pilot.