BOX news!

Dev blog #234

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.

BP_au_1.thumb.jpg.1d8c0c509e5f8b4ded36c091966f4a42.jpgBP_au_2.thumb.jpg.e55ed67a1ad1db93e07d02d7e0a8ecab.jpg

BP_wi_1.thumb.jpg.3db5ead05744b2bcc49b20fe349a395a.jpgBP_wi_2.thumb.jpg.4ccea46517ffec7ed24acb2b4114ce5a.jpg

BP_sp_1.thumb.jpg.398251b7fa8a0631292f732984df18c8.jpgBP_sp_2.thumb.jpg.fd66cd98d0d47b7ccc0c5d9a89653790.jpg

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.

FC_3.thumb.jpg.99369243ce0e35834ca518e692e46150.jpg

FC_2.thumb.jpg.f96140c9cda577e52b46b7ce76ced9bf.jpg

FC_1.thumb.jpg.93b0d2baaba8675bf4e0441868f996ee.jpg

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

1 Like

Update 4.001 – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released!

07.11.2019

Update 4.001 – 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

logo_BoBP.thumb.jpg.8f09154dedb789965209b0f634ce5b0f.jpg

logo_FC.thumb.jpg.4be05fc7df778db0064b9897396d447d.jpg

logo_TC.thumb.jpg.d9a14e9c68f589eaa333e845083e8353.jpg

Spifire_Large.thumb.jpg.bb115ed5770f341fa81681567adace83.jpg

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
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

  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).

4003.thumb.jpg.08555058d852842f7baacf3c58e31e01.jpg

237

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:

  1. Hurricane Mk.IIa: basic model armed with 8 х 7.69 mm Browning MGs;
  2. Hurricane Mk.IIb: the number of MGs has been increased to 12;
  3. Hurricane Mk.IIc: this model had 4 x 20 mm Hispano guns;
  4. Hurricane Mk.IId: anti-tank model armed with 2 x 40 mm Vickers-S guns and 2 x 7.69 mm MGs;
  5. 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:

_01.thumb.jpg.b4f5f726465e38015d5fa6bde2aa3519.jpg_02.thumb.jpg.2b70811c83046a2e787caf4a733a0335.jpg

_03.thumb.jpg.51145705307ac72a14cdc87be3c31124.jpg_04.thumb.jpg.60175c3fffcb853d00272e908d7f11eb.jpg

_05.thumb.jpg.85da2e51df1d34ff4bef76b16a381311.jpg_06.thumb.jpg.0f54b429619790a31457c13a58234e7a.jpg

_07.thumb.jpg.b40624447f55b205f8013a6c6bbef952.jpg_08.thumb.jpg.09d6df2b8d4b55b64d11e281a94d985b.jpg

_09.thumb.jpg.01e714c2107406d96bb240373275aebc.jpg_10.thumb.jpg.1885605bbeb767662f9396d02dfab39c.jpg

_11.thumb.jpg.ea91db29cc21e9023767daeecc3da20d.jpg_12.thumb.jpg.b7b64c7993030eec7fd0da3ffb03a15e.jpg

1 Like

255

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.

_47_1.thumb.jpg.4989a328e7c2229c720c3181906fe016.jpg

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.

_47_cpt_1.thumb.jpg.a6c583802e59e6dfe4f5ad063f83dc30.jpg_47_cpt_2.thumb.jpg.bd22b15a356d5e4663cabebf0985abca.jpg

_47_cpt_3.thumb.jpg.4c9fec5ec2eb1fbf5aa316e6349c97e2.jpg_47_cpt_4.thumb.jpg.f5220376d40c35be08346cc7ebed97e7.jpg

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.

_47_2.thumb.jpg.3422d989671f0d1226d6495b31c3d5dc.jpg

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.

_47_3.thumb.jpg.bd6eec740cf3147f7459b57eaf063c4d.jpg

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.

_47_4.thumb.jpg.f94ed437db52b4641faa21fa725dbcc8.jpg

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:

_GerPil.thumb.jpg.a056ae984662a5cf4eb6ad62f048b9c8.jpg

1 Like

Good also for my future models in scale, above all about the Pilot.

1 Like

Dear friends,

Today is a very important day - we have just released update 4.008 that includes the first Battle of Normandy aircraft and the last tank for Tank Crew - Clash at Prokhorovka project. The first BoN plane is P-47D-22 “Razorback”, the one so many of you had waited for. Battle of Normandy is at a very early stage of development, in the first quarter of the whole plan, but some of its parts are already taking shape - for instance, this new plane we told you in detail in the Dev Blog #225 . This release officially starts the Early Access program for the Battle of Normandy and its owners will gradually get more and more content as soon as it is ready, starting with the “Razorback” today.

_P47-1.thumb.jpg.ed84243d135d479a56003217eeb2d625.jpg_P47-2.thumb.jpg.82c55f44e3108b93742cf7525a95901d.jpg

_P47-3.thumb.jpg.597b93b4f958fe42afbe8c0fe30a1ccc.jpg_P47-4.thumb.jpg.c7ad58546f098705813a981f7908ce6d.jpg

_P47-5.thumb.jpg.dffddbaa31d832f1f3554293f159faf7.jpg_P47-6.thumb.jpg.0bbcb39cfeaad60b64e9aca9b1918d5e.jpg

Another neat feature we want to tell you about is the support for a special in-game voice communications system known as SRS - “Simple Radio Standalone” (IL2-SRS). At the moment its support is not final, but it can be used with ease already. You can find all the info on how to install and use it here.

Less than a month has passed since the previous update, but again we have found ourselves posting a vast list of changes made. Sometimes the corrections mean that a user-created content needs to be updated as it happened now with height map corrections for Battle of Moscow, but the required actions are minimal, you can learn more about them here. Other numerous changes and corrections in 4.008 are listed below. Please note that some of them are quite important and should get your attention:

Main features

  1. P-47D-22 “Razorback” heavy fighter is available to all customers who pre-ordered the Battle of Normandy . Early Access phase starts for Battle of Normandy project;
  2. Sd.Kfz.184 “Ferdinand” tank destroyer is now available to all owners of the Tank Crew project, completing its 10 vehicles lineup; Official retail release of Tank Crew is TBD.
  3. The new historical campaign Ice Ring is released and available for purchase (it requires Battle of Stalingrad);
  4. Support for special SRS Radio voice comms app. The final version of SRS for IL-2 is still WIP by its author and will be released soon. We have created a special section in the forum dedicated to SRS instructions and discussions - check this link ;
  5. The 1941 IL-2 attack aircraft now has 4K quality external texturing thanks to Martin = ICDP = Catney;
  6. The new model of the early war Luftwaffe fighter pilot in the winter uniform has been added for Battle of Moscow and Battle of Stalingrad;
  7. The new model of a hand holding a pistol or flare gun in a 1st person view added for early war Luftwaffe pilot;

Aircraft improvements
8. In a multiplayer game, the next steps have been taken to eliminate the problem of invisible planes that appear only at the moment they start to shoot. Because reproduction of this problem is extremely difficult, please help: if you encounter this problem again, be sure to report it and attach a flight record to your message;
9. The option to leave a destroyed object in the game now works for aircraft (uncheck the “Delete after death” checkbox in mission editor);
10. P-47D-28 stall behavior has been corrected: the aircraft is less likely to suddenly stall at a beyond-stall angle of attack;
11. P-47D-28: damping moments have been corrected, resulting in the more inert and ‘heavy’ feel of controls;
12. P-47D-28 controls effectiveness has been corrected. The maximum roll rate has been reduced to correspond to the historical data. At high speeds (before the air compressibility effects kick in) the aircraft is more controllable along the roll and pitch axes. During the Mach-tuck the controls lose effectiveness making exiting a dive more difficult;
13. P-47D-28: maximum wing lift with extended flaps has been reduced;
14. P-47D-28 engine thermal model corrected (it became more resistant to overheating);
15. P-47D-28: the visual image of the rotating rotorhead has been improved;
16. P-47D-28: the problem with the rotation of the bent screw when using boost has been fixed;
17. P-47D-28: 150-octane fuel modification has been added;
18. P-47D-28 injection system corrected: when there is no liquid in the system left, the engine can’t be switched to WEP mode. The pressure gauge shows correct pressure in the injection system;
19. P-47D-28: the description of the aircraft and the related tips in the technochat were updated;
20. P-47D-28: the outside and inside sound mismatch has been addressed;
21. P-38, P-47, P-51, Tempest, Ju-88, Me-262: landing gear doors of other players in multiplayer won’t stay visibly open;
22. Me-262: landing gear doors in the hangar are now open;
23. P-51: landing gear doors in the hangar are now open while the flaps are down due to the lack of hydraulic pressure;
24. P-38: antenna between the two rudders disappears when one of them is lost;

Player controllable tanks improvements
25. Crew members can be gradually poisoned with CO gas when firing the main gun with the hatches of the fighting compartment closed and ventilation turned off or damaged. M4A2, KV-1s, SU-152 the ventilation system is powered from a working main engine while on other tanks it is electric and won’t work with no electric power;
26. The engine won’t stop so frequently after a collision;
27. Tanks shouldn’t visibly ‘levitate’ above the ground;
28. A bug that reduced the actual number of shots for the main gun by 1 for each ammo type has been fixed;
29. A bug that caused the number of shells to be calculated incorrectly when one ammo type is spent (it did not decrease at first and then decreased by 2 after a next shot) has been fixed;
30. Driving along the shallow coastal part of the river is no longer like driving on a highway;
31. A toppled over tank won’t glide on a terrain slope like on ice;
32. A bug that could cause a detailed tank to explode multiple times has been fixed;
33. The effective destruction ranges of light vehicles have been corrected in HE shells descriptions;
34. Pz.Kpfw.VI ammo descriptions updated (trajectory drop and HEAT speeds);
35. Pz.III Ausf. M, Pz.V Ausf. D, Pz.VI Ausf. H1 starting procedure has been updated (the manual fuel pumping was replaced by an electric one with the addition of the required buttons in the driver compartment);
36. Pz.III Ausf. M now has a functioning fuel gauge (to the lower right on the bulkhead of the engine compartment);
37. Pz.III Ausf. M traverse indicator is now illuminated;
38. Pz.III Ausf. M and Pz. IV Ausf. G intercom Z18 parts are covered in self-luminous paint;
39. Pz.IV Ausf. G and Pz.V Ausf. D odometers have been corrected;
40. T-34-76UVZ-1943, SU-122 and SU-152 fuel and oil pipes color has been corrected (made less vivid);
41. The external tools attached to the German tanks were improved to look better, ground jack added for Pz.V Ausf. D;
42. Other changes and improvements to the German tank interiors;
43. The sounds of control levers, pedals and the hand brake are added to Tank Crew tanks;
44. Turning the SU-122 and SU-152 panoramic commander sight produces a sound;
45. Pz.IV Ausf. G and Pz.V Ausf. D odometers have been corrected indicate a change of direction;
46. A failure of one of the M4A2 engines now affects the instrument readings and the engine sound;
47. M4A2 low oil pressure indicator lamps have been corrected;
48. Sound of the M4A2 engine’s startup has been improved;

Visual crew improvements
49. The color of pilot’s glasses of the late war Bf 109 Luftwaffe pilots has been corrected;
50. The “holes” in the texture of the American flare gun were eliminated;
51. The texture of the flare gun on the British pilot model has been corrected;
52. Shooting any pistol ejects a casing;
53. Soviet tankers have less gloss effect on the faces;

AI improvements
54. AI pilots won’t try to attack targets with the parameter engageable = 0 which could cause steep diving on a ground target with no chance of recovery;
55. AI pilots aim at air and ground targets better and the rockets and projectiles won’t fall short of a ground target at the beginning of a burst;
56. AI fighter pilots won’t chase its target too far from their assigned route or area of operations;
57. All AIs in a fighter group will attack a target (previously one of them could ignore it and follow its mates in a formation;
58. A rare random bug that could cause the AI gunner of a player tank to spontaneously rotate the turret at the beginning of the mission has been fixed;
59. A knocked off detailed AI tank (no marker visible and other AIs don’t see it as a threat) won’t continue to fire at targets sometimes;
60. When all the gunner visors of an AI-controlled detailed tank are damaged, it won’t track the targets and fire at them;

Other improvements and fixes
61. The residual inertia in the first-person non-VR view of the gradual zoom at maximum zoom and maximum zooming speed option when not using a mouse for looking around has been addressed;
62. The contours of objects against a clouds background have been minimized by using special tech;
63. The lowest cloud quality setting still causes significant artifacts on the aircraft visible against a cloud at near distances, but no longer gives an unfair advantage in spotting a distant aircraft;
64. The double triggering of onKilled events in the mission script shouldn’t happen again;
65. New training missions added for Battle of Moscow in the spirit of the real initial training of a MiG-3 pilot (Missions – Battle of Moscow – Migalovo training);
66. The recently found error on the Moscow map (the landscape height above the sea level was 50m less than it should) has been fixed - check this link;
67. The missing buildings at the Liege / Bierset A-93 2414/7 airfield on the Rhineland map have been added;
68. The poor-looking machine shop buildings in the industrial district of Belgorod (Prokhorovka map) were replaced with better ones;
69. The truncated or missing phrases of one of the USAAF air traffic controllers and RAF and USAAF forward observers were corrected;
70. The shimmering of very long railways on Kuban map that was visible up close has been corrected;
71. The look of the passenger and freight railroad wagon roofs has been improved;
72. Visual snow thickness increased on all winter maps;
73. The ground surface looks more detailed on all summer maps;
74. Selecting a random Entente aircraft in the duel on Arras map in QMB no longer produces a Bf 109F-4.

257

Hello!

Have you heard about wave interference? It’s amazing when the processes in people’s lives have direct physical analogies. In particular, how topics for our journal entries appear is a good example. In the development of projects of the IL-2: Great Battles series, there are a lot of very voluminous and lengthy tasks. And sometimes it happens that the intermediate results of different large tasks appear one by one, creating a subject for the diaries. Sometimes it happens that the “wave” processes of development progress in all directions and it gets to a stage when the intermediate results cannot yet be published, but sometimes it also happens that in all directions at the same time appears something that can be gladly demonstrated. And exactly this variant of “superposition of wave development processes in different directions” happened this week, which, of course, is always pleasant.

The first thing we can show you today is a 3D render of the Hawker Typhoon Mk.Ib, the legendary fighter-bomber of the RAF, which is very much anticipated by many in our simming community. In Battle of Normandy, this aircraft will, as it should be, presented with its late version with a drop-shaped cockpit canopy, a modified stabilizer of the type used on Tempest aircraft, and with two versions of the propeller (three- and four-bladed). It will be armed with four 20 mm Hispano cannons and also rockets and bombs. Despite the fact that the aircraft belongs to the class of fighter-bombers, due to the mighty 2200-horsepower Napier Saber IIa engine (and when using the 11-pound boost and up to 2400hp), it possessed strong flight performance. All in all, it will be an extremely interesting Allied aircraft that will help its virtual pilot achieve success in battle against both the ground and air enemy forces.

_Typ_1.thumb.jpg.dae2b58d060d5f70304c91d78f5497b8.jpg_Typ_2.thumb.jpg.1821790a569de8e2e5d8571a327251ed.jpg

_Typ_3.thumb.jpg.7a747e9ab88173b9b1e982799c8ff9a4.jpg_Typ_4.thumb.jpg.e4cc4a07940944e35049072b150fda33.jpg

The second thing that we will show you today is important for the owners of all products in the IL-2: Great Battles series. We are talking about a new map! The new “Velikiye Luki, Summer 1941”, will be made available to everyone in the next update. This map was developed on a personal basis by one of our map team-members, and although it does not include all of our most modern map tech (such as buildings with increased detail), thanks to the creativity and variety of the implemented terrain and scenery, it looks extremely interesting and will add a lot of variety in your flights. The Velikiye Luki summer map, as well as an improved and updated winter version, will be available to all players. A lot could be written about the positive aspects of this map, but it seems to us that it is better to show them in the following screenshots:

_VLS_01.thumb.jpg.65a1c01f5e84b4775e140d1c7e76de7d.jpg_VLS_02.thumb.jpg.9e557812500d380ccc6ca590e3be8c30.jpg

_VLS_03.thumb.jpg.7bf628705ef3af2c5bca519eb2d7d044.jpg_VLS_04.thumb.jpg.19db758e7088d03d90d2e84296ea9958.jpg

_VLS_05.thumb.jpg.deae8a5a13447a526d77c942a3d245e6.jpg_VLS_06.thumb.jpg.d23252dd3dc1defaf530f8f8f4d7a99c.jpg

_VLS_07.thumb.jpg.3b5f38b505305070db7bd5946d26a2ff.jpg_VLS_08.thumb.jpg.27f5d656b6c62cc58c2ff1eb0a5e8a92.jpg

_VLS_09.thumb.jpg.c7d3b058134b98181c86032ca23be594.jpg_VLS_10.thumb.jpg.2db87bdb05c632ab48be66f7756e4e9a.jpg

The third bit of news is that work on the Battle of Normandy is progressing, not only in terms of creating new aircraft but also in other directions. For instance, a lot has already been done in creating the map which will include some promising new technologies for our series. But it’s still early and we plan to show the progress on the development of the map later. Additionally, aircraft crews are also being created and as you already know, the G-suits worn by USAAF pilots appeared after the events of the Normandy, and therefore we created a model of an American pilot in an earlier uniform:

_usaaf_pil.thumb.jpg.08a64e43d6b6d93dab25a0126e3777ba.jpg

And in FIRST for the combat-sim genre - the U-2VS, Yak-1 Series 69 and Yak-1b series 127 aircraft will receive a Soviet female pilot option! We have completed the process of animating the new female pilot model and they will be available in the upcoming 4.009 update. It is these aircraft that have the greatest basis for possessing this modification because the famous “Night Witches” from the 588th Night Light Bomber Aviation Regiment fought in the U-2, and the heroic ace pilot of the Soviet Air Force Guards Junior Lieutenant Lydia Vladimirovna Litvyak and her fellow female squadron mates flew the Yak-1 and Yak-1b. Also, the U-2VS aircraft will receive new models of male pilots.

_fem_1.thumb.jpg.eb6c92d3e54c7c463ed4843e56770252.jpg

_fem_2.thumb.jpg.8bda3524f1055b1d1b0c25fb797e7d22.jpg_fem_3.thumb.jpg.b051ad8b8b0009ff1319c484b52b5766.jpg

258

Hello!

We are currently preparing version 4.009 for release, the process is not easy, but we hope for its successful completion very soon. In view of this, the diary today will not be very detailed, but the topic is interesting. Today we show you the P-51B / C being developed for Battle of Normandy. This single-seat fighter is the predecessor to the P-51D previously created for Operation Bodenplatte. Although she is a predecessor, the B/C model is somewhat superior to the D model in speed at ground level and maneuverability. The reason for this unusual situation is that the teardrop canopy creates more aerodynamic drag than the high-backed design. In addition, the P-51B / C is somewhat lighter than its successor.

51_5.thumb.jpg.d28562bfbe7559448685fb7b5bf55fd9.jpg

In the sim, the aircraft will be presented with a set of modifications allowing the use of two engine options. The first version of the engine is the Packard-Merlin V-1650-3, created on the basis of the Rolls-Royce Merlin 63. The second, more powerful version is the V-1650-7, which was based on the Merlin 66. 150 -Octane gasoline will also be an available modification, significantly increasing the capabilities of the power plant.

51_3.thumb.jpg.532f88f70dcd86ede3f25aef0b7e14a9.jpg51_4.thumb.jpg.2864d11c5544fe9a5ece129ec0ff8c22.jpg

It should also be noted that our P-51B / C will come with a rather famous modification - a special canopy called the “Malcolm Hood” which was used in rather significant numbers by Mustang pilots. There will also be as many as three options for gun-sights, one of which will be gyroscopic.

51_1.thumb.jpg.74b2cdde7336a1fda793dd73ea2c88f9.jpg51_2.thumb.jpg.3ee78c1ba0119d1b84cbe8d955382247.jpg

All in all, it should be a very interesting aircraft, with a wide range of equipment options and outstanding flight performance. Like the P-47D ‘Razorback” the P-51 B/C also flew in mixed squadrons as units transitioned from the B/C to the D.

259

Hello!

Although this crazy sequestered summer of 2020 is coming to an end, life goes on, and our work goes on. Many things are happening in our “virtual office” including finishing a new Free Scripted Campaign for Battle of Bodenplatte featuring the Tempest Mk.V called “A Violent Wind” built by Alex Timoshkov. Also, as a result of recent discussions in the community, work is underway to improve general aircraft visibility, which we hope will appear to be both realistic and more comfortable for players. This may require more than one future update to fully conquer, but we’ll see. Additionally, there is some progress towards the completion of the Air Marshal feature which has taken much longer than planned. We’ve also had to build up technical capacity in the field of map production, which is necessary to implement everything planned for the Normandy landscape. And as always improvements to the AI for both aircraft and ground vehicles continue.

Our engineering department is fully engaged in the development of flight models of three aircraft - the C-47, Bf-109G-6 Late and the Spitfire Mk.XIV, while at the same time work on deepening the model of aircraft fuel systems is in the research and prototyping stage. Creating the technical specifications for all aircraft and other objects of for Battle of Normandy is coming to and end which is was a huge and complex research task. Completion of this allows Viks to now focus some attention to the Career mode. At the moment, 3D models of several aircraft are at various stages of development - the Hurricane, P-51B, Spitfire Mk.XIV, Bf 109 G-6 Late, Mosquito, Typhoon and C-47. It is the last aircraft from this list, the twin-engine C-47 military transport, that today we are ready to show you in the game world:

1.thumb.jpg.12f5510599a88a2be849cf80a7a6455d.jpg2.thumb.jpg.567dbdd143ceca9b386f0f5b7acf80d8.jpg

3.thumb.jpg.f7cc99dd52df980731da5e5faa2c4917.jpg4.thumb.jpg.b017b1ab142f7cf67ec89c40b623dfe4.jpg

Dear friends,

The Autumn is here and our project is very close to another milestone. The next version 4.501 that will be released in a few weeks will contain very important improvements. For instance, after constructive discussions in our community, we have come to decisions on two aspects of the sim which are very important for the players: providing a required visibility level for the airplanes in a dogfight and modeling a pilot reaction to high-G loads. We’re working on both things right now and the result of this work should be released in the aforementioned update. Another addition will be the MSAA x8 graphics setting, but please note that it will put quite a load on your graphics card.

We have almost finished two neat features for Tank Crew as well: controlling a turret using your joystick or buttons and looking through the visors and view slits with the help of preset cameras. Good news for Bodenplatte owners: the long-awaited campaign for this module will be included in this update as well - its author Alexander =BlackSix= Timoshkov has much to tell you about it:

_cmp.thumb.jpg.3ef4ad37b679fe7f225812df278cd5b4.jpg

In today’s Dev Blog we’d like to tell you more about the new historical campaign ‘Wind of Fury’ that will be released for free for all Bodenplatte owners very soon.

It is dedicated to the No. 486 (New Zealand) Squadron RAF that flew Tempest Mk.V fighters and will picture the unfolding of the air battle in the skies of North-Western Europe since October 1st, 1944, till January 1st, 1945.

_tempest_01-01.thumb.jpg.2128f35b5ab3927b0ec1c6a272b41d09.jpg _tempest_01-02.thumb.jpg.5c0f0f5d9dfa3e8a04a0939379ef8222.jpg_tempest_01-03.thumb.jpg.bb012029180680498e75c9a4cbb4109a.jpg

With the V-1 launch sites in Northern France captured or destroyed and this threat against the England territory eliminated, at the end of September 1944 it was decided to relieve the five existing squadrons of Tempest interceptors from the ADGB (Air Defence of Great Britain) duties and move them to the continent. Unlike Spitfires and Typhoons, Tempests could not carry rockets or bombs at the moment, making them inadequate for a fighter/bomber role, so the 2nd Tactical Air Force had tasked them with patrolling over own territory, intercept attempts against the German Me 262 jets and free hunting for enemy aircraft and road and railway traffic far behind the enemy lines.

_tempest_01-04.thumb.jpg.f52c8dd0d1322a7cda9c371d493d97ab.jpg _tempest_01-05.thumb.jpg.8ac8ea024545324f08a191d70322b446.jpg_tempest_01-06.thumb.jpg.a242d05515f298eac48129685b7e6be8.jpg

The story of the campaign is based on the Operations Record Books of the 486th for the second half of 1944 and the historical works on the late war RAF and Luftwaffe actions available in English. After doing the research of the ORB, the most interesting missions were selected that were not too long to require the external fuel tanks which are not yet available in our sim yet. In reality, Tempests were flying with additional fuel tanks almost all the time and we’ll add them to the campaign later, but for now, you’ll be able to finish any mission with a default fuel amount.

There are no B-26 and Typhoon escort missions yet as well - these birds will be available a few months later in the Battle of Normandy Early Access program. We plan to add all the required, but not yet available, objects like B-26, C-47, Typhoon Mk.Ib, Spitfire Mk.XIV, Fw 190 A-6, Bf 109 G-6 Late as well as the British ground vehicles and artillery to the campaign at a later date.

_tempest_02-01.thumb.jpg.89cb629738ece39f787da5fb81249f17.jpg _tempest_02-02.thumb.jpg.dc1ee3aef36575519131fbb908092d4d.jpg_tempest_02-03.thumb.jpg.d8236e0e95c53432a554e1ec10ff08f7.jpg

It may appear counterintuitive, but having detailed reports on the squadron actions for many days and even hours may affect the campaign and its gameplay negatively if you use such data as is. During the long life of the IL-2 Sturmovik series, there were many attempts in the community to do just that, dramatize the historical documents or famous pilot memoirs word by word, but they reached only limited success, if not a failure.

This is caused mostly by the well-known fact that most of the missions were routine and repeating, ‘Groundhog Day’ type ones and enemy encounters did not happen in each one, but also by the peculiarities of the process of recreating real combat operations in a flight sim. Even when you select the most interesting missions with much action going around and that are not too long, you may have a rude awakening finding out that:

  • several subsequent missions happen in the same time of day;
  • direct time of day recreation makes a ground attack mission nearly unplayable during dawn or dusk hours;
  • too few aircraft or vehicles participated in the action so the players will find the mission too dull and empty, even if real pilots back then thought that it was more than enough action for them (or vice versa, too many and the performance reasons come into play).

Such factors mean that simulated events will differ from reality even if it is possible to recreate them exactly because of the performance, convenience and gameplay reasons. In the practice this means that a takeoff can happen in a different time, there will be less allies, but more enemy encounters or more enemy aircraft in a certain dogfight, etc.

_tempest_03-01.thumb.jpg.afa7c50e0683224b35743fc793309499.jpg _tempest_03-02.thumb.jpg.70a4270c44a687ad1efcb800e57f29e7.jpg_tempest_03-03.thumb.jpg.f6e5d51c303066b6b9d4398be58ad0bf.jpg

In general, the Wind of Fury campaign will make you familiar with nearly the entire range of the real combat missions flown by Tempest pilots during the second half of 1944, briefly including the Battle of the Bulge, and will end with the Bodenplatte strike on the allied airfields on January 1st, 1945.

_tempest_F01.jpg.0afb030485e2a26ddae0a7077b938fd2.jpg _tempest_F02.jpg.de48de50b61995ca76600f2da5b561aa.jpg_tempest_F03.jpg.9d06b01a2930161a9c6f82b7df4eca3f.jpg

P.S. We would like to thank the community member @Obelix for his 4K skins for the Tempests of 486th squadron which were used to create the images for the campaign and his advice on the additional official Tempest skin with the invasion stripes that was added to the sim.

We will continue our Dev Blog with another important change that affects the aircraft visibility - update 4.501 will include the atmospheric haze setting. It will be adjustable in Quick Mission Builder for your liking and can be set by an author in other missions. The minimal setting corresponds to the haze level in the current public version while higher values will look like these screenshots. By the way, you can see the progress made on another important thing on them as well :wink:

_haze_1.thumb.jpg.27214e01ea17f01c161f0f04388d9646.jpg _haze_2.thumb.jpg.aaa29ceff168e9603861f66c84249984.jpg_haze_3.thumb.jpg.e63cfef76edcf793d0d6c00d0929d8da.jpg _haze_4.thumb.jpg.b689684d9d6c235ccf9ce24c2995d393.jpg_haze_5.thumb.jpg.5ad5e49f68ce8099859c7d4b8996f3cc.jpg

We’ll finish with a short report on the Normandy development. Here’s our hero of the day - USAAF pilot in early war uniform and without the G-suit that was introduced in the theater later.

_usaafpilot.thumb.jpg.88c3c72c01fd52b1ca53d9cf419c54c9.jpg

Update 4.501

17.09.2020

Update 4.501

Dear friends,

We just released the new update - 4.501. Its shifted version number means it is a kind of a milestone and it really is. First, the research we did on the community opinion on the aircraft spotting allowed us to make many improvements to this important part of the sim. The distant LOD scaling system has been adjusted, their lighting has been made full, atmospheric haze option and an increased MSAA level have been added. We’re sure that this update will make the online multiplayer experience totally different from how it was before. Now our next target, for the next update, is the improved pilot G tolerance model we do after asking the community taking the account the new reference data provided by the community members.

_vis.thumb.jpg.ce4f295f1c7781c3b3c356003b9af036.jpg

In addition to these very important changes, today’s update brings you the new campaign ‘Wind of Fury’ by Alexander =BlackSix= Timoshkov that is included in the Bodenplatte module. This means that our promises on what Bodenplatte will include are finally fulfilled. Of course, it doesn’t mean we’ll stop improving it, for instance, now we plan to improve the Rhineland Career mode.

_wf_1.thumb.jpg.8344f62dce77982b051753fdef9e16a4.jpg _wf_2.thumb.jpg.38abffcf15fb5a8155c851e129f1f48c.jpg_wf_3.thumb.jpg.8225bdeb9f71e0dcb613e19a7b9e8222.jpg

Also, P-39L-1 “Aircrobra” (Battle of Kuban) and Bf 109 G-6 now have 4k quality external texturing created by Martin =ICDP= Catney. The work on bringing all the aircraft in the sim to 4K texturing continues.

_4k_1.thumb.jpg.1f572767367473d1c673b522e1d517ba.jpg_4k_2.thumb.jpg.2f2b1c6d7b133c67472529f7c282e7e3.jpg

Tank Crew gets the last planned features for its release in this update, making 4.501 a milestone for it as well. The new turret and gun control mode and fixed visor cameras were requested by the community for a long time and they are available now.

_tc_1.thumb.jpg.5e2cf8849a398fb7e77d0e4876a1f2be.jpg _tc_2.thumb.jpg.c4a527a691bf238866891212714fae83.jpg

We think that this update will mark an important step for our sim and we hope you’ll enjoy it!

Main features

  1. The new scenario campaign “Wind of Fury” is now available to all owners of the Bodenplatte project for free;
  2. P-39L-1 “Airacobra” and Bf 109 G-6 fighters now have 4K quality external textures created by Martin = ICDP = Catney;
  3. The long-range LODs scaling system for aircraft has been adjusted. Aircraft spotting at short to medium distances, especially when using wide camera angles, is greatly improved. The visibility at distance has been adjusted to be closer to reality.
  4. Alternate Visibility has been renamed Enhanced Visibility: this mode gives a much greater increase in aircraft visibility at long ranges compared to the new standard visibility. At medium ranges, visibility is also significantly improved compared to the old Alternate Visibility option;
  5. MSAA x8 option has been added, but please note that this level of AA is very demanding to the graphics card performance;
  6. The atmospheric haze density option has been added to the Quick Mission Builder. Its minimum value corresponds to the haze density available earlier;
  7. Dawn/Dusk Fog option has been added to the Quick Mission Builder. This option is available only when the haze density is set to half of the maximum value or more;
  8. The haze density option (from 0.0 to 1.0) is now stored in a mission file. Radiation fog appears at dusk if the value of the haze is more than 0.5 and the weather preset name contains an odd number at the end. The denser haze makes it easier to spot other aircraft against the background of the landscape when the distance from the observer to the target is much less than the distance from the observer to the landscape behind the target. This can be used when designing multiplayer missions for game servers;
  9. Distant levels of detail (LODs) of the aircraft now have the same surface material setting as closer and more detailed LODs, making the lighting of distant aircraft much more realistic and enabling reflections and glints when the relative position of a contact, an observer and the light source(s) is right;
  10. In a multiplayer game, a tooltip has been added to the list of game servers when hovering the mouse cursor over the difficulty preset icon. This tooltip displays all the difficulty settings of this multiplayer server;
  11. This information is also available in the multiplayer server lobby (“About the server” section);

AI improvements
12. AI wingmen keep the optimal climb speed when the wing leader is far and higher;
13. AI aircraft now use combat and emergency engine modes for a fastest possible climb when following the terrain;
14. AI fighters now more actively attack maneuvering targets at lower speeds;

Player controllable tanks improvements
15. New control mode allows aiming a tank gun using a joystick (or buttons);
16. Aiming the tank guns and machine guns with the mouse is more convenient;
17. Fixed cameras added to tank visors and other observation devices. Loader viewing devices are, most often, can be used from the gunner’s station. You can cycle the views using LShift + V keys;
18. The target marking cursor when giving orders as a tank commander is visible at any settings;
19. The current sight or observation device is indicated;
20. In multiplayer, a connected player in someone else’s tank will correctly see the messages from the loader and see the ammo information in the HUD;
21. The time required for repairing the tank systems outside the service areas is doubled;
22. The projectiles correctly penetrate the armor if they hit certain extremely thin areas of the object’s surface (a rare issue);
23. Ferdinand: the inverted direction of inclination of the panoramic viewing devices has been fixed;
24. An SPG AI gunner correctly fires at an invisible target by the order of the SPG commander (using the direction and range);
25. Fixed the issue where the AI gunner did not follow the commander’s instructions to choose the ammo type in certain situations;
26. Pz-III-M: the KFF 2 binocular periscope is functional (when using the camera selected by LShift + V);
27. SU-152 commander can’t use the panoramic sight when unbuttoned;

Other changes
28. Fixed an issue with parts of the canopy and cockpit instruments that could not be restored after repair;
29. Flare gun and sidearm ammo can be replenished in the reload zones just like other ammo;
30. SdKfZ 251 and similar vehicles and tanks can function as supply vehicles if set this way in the Mission Editor;
31. The dawn/dusk fog level has been corrected on Moscow, Stalingrad, Prokhorovka, Velikiye Luki, Lapino and Novosokolniki maps, it appears in the lowlands;
32. Due to the introduction of the atmospheric haze option, the issue of the dawn/dusk fog blinking near the horizon has been minimized;
33. The difference in the density of atmospheric haze is minimal when using the minimum (40 km) and maximum (150 km) visibility range options;
34. For a tank crewmember to recover from the loss of consciousness in the event of powder gases poisoning it is required for the air to become noticeably cleaner (now the loss of consciousness will last longer);
35. Fixed a graphical artifact at the base of the La-5FN headlamp switch;
36. Fixed the lack of sound when releasing or retracting the landing gear on I-16 and Ju-88.

can’t wait to try this!

(sorely needed for #DCS too)

2 Likes

Nothing is changed for me. I’m sad, there’s not a real improvement

I see an improvement when I zoom in. I could see the aircraft type(p38) I couldn’t do this before.
I can also now see aircraft that are 25-30 km away, but they appear smaller than before. This is more realistic as before the patch the contacts far away looked big, but when I zoomed in they would disappear. I know that zoom isn’t possible in real life, but the change is good. I am using a 2K monitor and that may have an effect.

261

Dear Friends,

Today’s Dev Blog is one where visuals are more important than words. The Hurricane Mk.II Collector Plane has shown good progress lately and its development has entered the final stage. The work of recreating this bird for our virtual world started a year ago, it hasn’t been easy because of the many modifications you’ll get with it . Essentially, it’s not one aircraft, but several - you can choose the modification you want before a mission. We’re sure you’ll enjoy the final product. It’s creation is an interesting milestone for us. At the moment, the cockpit is being textured and its FM is being finished. You can see the Hurricane in the game engine on the following shots:

01.thumb.jpg.6b5fe1d09ce3eefcdf88e784b0609d8b.jpg02.thumb.jpg.ef0464ad5c5f0efffebb8f275a54114c.jpg

03.thumb.jpg.83e13880012a0486a71800adfdb324c8.jpg04.thumb.jpg.bdb9f1886fc6be21a526dcab2ed915bb.jpg

05.thumb.jpg.c04d2cfab672c8948174395a656dd278.jpg06.thumb.jpg.d934ae864c87ceca1181bd8d4b79aae1.jpg

07.thumb.jpg.c58e2be1674d8b0bb654a74fdc4e4f9c.jpg08.thumb.jpg.cde9887363c9b04106fc1a1b9088b417.jpg

2 Likes

Da “vecchio modellista” dico: veramente stupendo!

262

Dear friends,

Today we’ll continue to show you the progress of the aircraft currently in development. The hero of the day is two-seater this time, twin-engine fighter/bomber De Havilland Mosquito F.B.Mk.VI Series II we’re making for Battle of Normandy. This famous and popular WWII British RAF plane had an unusual and distinct look (well, the same can be said about most British aircraft). But it’s interesting not only because of its appearance - it reached high speeds in its class despite being partly wooden. Moreover, it kept its high-speed capability even when carrying bombs thanks to the internal bomb bay.

2000 pounds of bombs, four 20mm guns and four 7.69mm MGs the Mosquito carried made him a dangerous adversary for the enemy. In our sim, there will be additional weapon modifications available - eight RP-3 unguided rockets and 57mm anti-tank gun (!). Here are the first 3D renders of this bird of prey at its current development stage:

The recently announced player controllable mobile AA guns are also showing good progress. Along with the work on their visual models, we’re improving the realistic physics model of the wheeled ground vehicles movement even more. And don’t forget about their crews as well.

A very interesting mod for BOX.