Il2 sturmovik Battle of NEWS

Lunar New Year Sale, Update 3.010

To celebrate the Lunar New Year, we have launched a sale on our website and Steam. You’ll find some great deals including for the first time 33% OFF of Battle of Kuban and a whopping 75% OFF ALL Rise of Flight merchandise. The sale runs from 10am PDT on February 4 th until 10am February 11 th , 2019 . A great time to fill up your hangar! Many prices are their lowest ever, take a look!

33% OFF Battle of Kuban - For the first time ever! ( Steam , website )

66% OFF Battle of Stalingrad ( Steam , website ). Please note that having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.

66% OFF Battle of Moscow ( Steam , website )

66% OFF Fw-190 A-3 , La-5 series 8 , P-40E-1 and MC202 Collector Planes - For aces on a budget! ( Fw-190 A-3 on Steam , La-5 on Steam , P-40E-1 on Steam , MC202 on Steam , website )

52% OFF Ju 52/3m Collector Plane - Delivering packages has never been so affordable! ( Ju 52/3m on Steam, website )

40% OFF Bf 109 G-6 , Hs 129 B-2 , La-5FN (Series 2) , Spitfire Mk.VB, Yak-1b Series 127 Collector Planes - High Performance, Low Price! ( Bf 109 G-6 on Steam , Hs 129 B-2 on Steam , La-5FN (Series 2) on Steam , Spitfire Mk.VB on Steam , Yak-1b on Steam, website )

66% OFF 10 Days of Autumn and Blazing Steppe historical campaigns - Lowest Price Ever ! ( website, only Blazing Steppe is available on Steam)

25% OFF Havoc Over the Kuban scripted campaign - Two engines, One great price! ( website )

75% OFF all Rise of Flight content - That’s almost Free! ( Steam , website )

As usual, if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.

Update 3.010 Released

As we work on new content which will be made available in a few weeks, we have decided to release update 3.010 now and publish many improvements and fixes which have already been completed and requested by players. This update also adds rocket carrying capability for the U-2VS Collector Plane as well as its availability in Career mode and the P-47D-28 now sports 4K skins made by our friend Martin =ICDP= Catney.

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We’ve also made some more damage model improvements and this update should, for now, finish the current cycle of damage model adjustments. Important multiplayer and AI fixes have also been included. Last, but not the least, we have optimized the GUI which should yield better performance in flight. The full change list is available in the official announcement .

Development Keeps Smashing All in its Path

If you have been following our Developer Diaries you can see that a lot of cool content and features are coming to Battle of Bodenplatte, Flying Circus and Tank Crew this year. We have no fewer than six WWII airplanes, six WWI airplanes, eight legendary tanks and two types of AA batteries coming! And don’t forget about the three new maps in development to support all these vehicles. This has been the most aggressive content development cycle ever for our team. In addition to the new vehicles we have the Air Marshal feature in development along with many other improvements and enhancements. Our work never ends and our quest to make Sturmovik an amazing experience for you continues. We urge all players to check our Developer Diaries to see what is coming in 2019.

IL-2 Sturmovik at FS Expo 2019

1C Game Studios is once again exhibiting IL-2 Sturmovik: Great Battles Series at and sponsoring FSExpo 2019! This time in Orlando, Florida June 7th-9th 2019 . Come join us!

Orlando is a great city and our booth will be rocking once again! Last year was a great time getting to spend time with members of our great community and putting faces to names. We hope to have an even better time this year. Come have fun!

FlightSimExpo 2019 Website ( www.flightsimexpo.com )

FlightSimExpo Facebook Page ( https://www.facebook.com/FlightSimExpo )

See you in the skies!

Best Wishes,
The IL-2 Sturmovik Team

VR feels so good now, clear picture and boosted performance, DM feels great…overall excellent update.

Update 3.011: Fokker D.VII, Sopwith Dolphin, Animated Tank Crews. And Sale!

Dear Pilots,

Before we discuss update 3.011 we want to inform you that we have placed Battle of Stalingrad, Battle of Moscow and Battle of Kuban on special at our website and on Steam! We understand our favorite hobby can get a bit expensive at times, so we are offering these awesome products at a significant discount to help you fill up your hangar as Spring approaches. They can also be purchased as gifts to help get a friend or loved one into the sky and flying as your wingman! The Sales runs March 5th – 31st in the official IL-2 Store and March 6th-20th on Steam .

33% OFF Battle of Kuban ( Steam , website )

66% OFF Battle of Stalingrad ( Steam , website ) and Battle of Moscow ( Steam , website ).

Please note that having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.

And now, we are proud to announce the release of version 3.011 which primarily includes the Sopwith Dolphin and the Fokker D.VII for Flying Circus: Volume One . Both planes have been updated and improved for Flying Circus and are ready for duty! In addition, already released player controllable tanks ( Tiger and KV-1s from Tank Crew ) now have visible and animated crews. The full change list is available here .

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Sopwith Dolphin

The Sopwith Dolphin, unlike what its name suggests, was not a docile sea mammal, but was a fierce late war British fighter plane that was possibly the most heavily armed aircraft of the war. It sported two synchronized guns firing through the propeller arc and it could optionally carry guns on the wings firing outside of the propeller arc. In addition to that, it could also carry guns in the cockpit that could fire upwards at an angle to hit targets above. The Dolphin could even carry bombs into combat - a truly large array of weapons for such an early period warplane! The cockpit is also very busy and quite beautiful in its updated form.

Fokker D.VII

The Fokker D.VII was a prolific fighter during the war and flown by many of Germany’s top aces. It was created as a fast fighter capable of beating the French Spad-XIII and British S.E.5a. The Fokker won a competition to be Germany’s next great fighter and was put into mass production entering service at the front in April 1918. It was truly an air superiority fighter and rarely engaged in low level strafing of troops. Its job was to rule the sky and escort bombers, bust balloons and down enemy planes. Pilots liked its good climb rate and speed and when combined with excellent cockpit visibility, stability in maneuvers and good handling at low speeds - the Fokker D.VII was a deadly and dangerous foe at any altitude.

See you in the skies!

Best Wishes,
The IL-2 Sturmovik Team

Dear friends,

The Spring has come and in today’s Dev Blog, after some delay, we’re returning to our main project - Bodenplatte. This delay in the news has been caused by the fact that during the Winter all the work on this project was made at a deep level - it was hard to make a screenshot of something - but it was a hard work nevertheless. This was known beforehand and planned this way. If you were following us for some time, you may recall that such visible pauses in the development news in the middle of a development cycle happened in all our previous projects and are a result of the effective work and division of labor. But today we finally have some intermediate results to show, and there a lot of them.

First, we can disclose more details about the map of the project. Previously we mentioned only its size and location, but today we can tell you more information.

  • There will be more than 200 settlements of various sizes.
  • Air forces of the opposing forces will take off from more than 100 airfields.
  • The total length of all roads will exceed 20000 km.
  • The reachable zone of the map is 129859 square kilometers (400.8 x 324 km) while the entire map is 176947 square km (460.8 x 384 km).

The preliminary list of the cities we plan to have ready at the time of release follows:

  1. Antwerp
  2. The Hauge
  3. Liege
  4. Frankfurt am Main
  5. Dortmund
  6. Münster
  7. Cologne (Köln)
  8. Bonn
  9. Gent
  10. Rotterdam
  11. Charleroi
  12. Amsterdam
  13. Düsseldorf
  14. Aachen
  15. Bruxelles
  16. Arnhem
  17. Duisburg
  18. Essen
  19. Apeldoorn
  20. Maastricht

Again, if you have followed our development before, you may notice that the parameters of the new map are breaking the record once again. This is also the first map to be released with all four seasons simultaneously - a hard challenge for the entire team. To be able to complete the project before the set deadline without compromising quality, our Lead Map Artist Evgeny Isaev has found new methods of development and large cities creation. Also, Evgeny has designed artistic approaches that will not simply repeat the visual quality of the previous maps but will also give players a new visual feel that is characteristic for flying over Western Europe. But enough words, it is time to show you something new - on these screenshots you can see the central areas of Bruxelles, Liege, and Köln:

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But these map development news are not the only ones we have. We can show you the progress we have made on the three coming planes: P-38J-25 heavy fighter, B-25 heavy bomber (AI only), and Me 262 A jet fighter. For the first one of them, P-38J-25, we have used a new approach of creating the exterior and interior 3D models in parallel, not subsequently - at the early stage the model is divided into exterior and interior parts and the coordinates of their seams are stored, then both models are being worked on simultaneously to be connected back at the final step. This aircraft, of course, is unbelievable, what can we say - it’s a legend:

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The B-25 bomber will be AI-only in this project, but we’ll try to make its exterior 3D and physical model at the same quality level as our player controllable aircraft. First, this is important for those who will be attacking or defending these planes in the Career mode, campaigns, single scenarios and Coop multiplayer. Second, who knows - perhaps a possibility to make it flyable will reveal itself in the future:

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The exterior 3D model of Me 262 A “Schwalbe” is completely done, including the official skins. The interior (cockpit) model is almost done (currently the artists are working on its texturing), while our engineers are working on its FM and the physical model of a jet engine. When you look at this legendary aircraft, you can’t help but think that it was ahead of its time:

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Fw 190 D-9 Dora, M4A2, Pz.III-M and Fokker D.VIIF Released! March Madness Sale Ends Soon!

Dear friends,

Hurry! Our March Madness sale on BoS, BoM and BoK ends soon! The sale in the official IL-2 Store will continue till March 31st, but on Steam it ends tomorrow, March 20th! And remember, they can be purchased as gifts to help get a friend or loved one into the sky and covering your six tonight!

33% OFF Battle of Kuban ( Steam , website )

66% OFF Battle of Stalingrad ( Steam , website ) and Battle of Moscow ( Steam , website ).

Please note that having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.

Update 3.012

We just released the new update 3.012. Only two weeks have passed since the previous update so the changelist isn’t that long, but this time our customers will get FIVE new pieces of content for all three our current projects at once.

Fw 190 D-9 "Dora"

This legendary late war Luftwaffe plane, which is now available to all owners of Battle of Bodenplatte Premium Edition , packs very good speed and armament. Its main difference compared to previous models is Jumo-213 A1 water cooled engine equipped with MW 50 water-methanol injection system that can be used to increase the power output even more for up to 10 minutes. Another improvement of this plane is the automatic engine governor MBG and an effective engine cooling. This is also the first aircraft in our project to receive EZ 42 gyro gunsight. "Dora" could carry up to 500 kg bombs and R4M Orkan rockets (the new weapon in our project as well) which later served as a base for many post-war unguided rocket designs.

Prokhorovka map

All Tank Crew customers got it already. This map is an important step in our map technologies because the polygonal net of the landscape is 16 times more detailed than on previous maps. In addition, the detailed zone for ground warfare (20 km to the South and the West of Prokhorovka) contains new high detailed buildings with new damage visualization. It should be noted that this more detailed environment, of course, demands more from the graphics subsystem, but reasonable graphics settings can give you good performance even on middle range video cards. You may ask “Why don’t you make all the new maps at this level of detail?”, but the answer is that increasing the level of detail reduces the overall size of the map. A good map for the joint tank and air battles (100 x 100 km in case of Prokhorovka) would be not enough for a full-blown, ‘air campaign’ map that should be 200 x 250 km minimum. Therefore, Prokhorovka map is a fine balance of several things. It allows making interesting tank campaigns, having interesting joint tank and aircraft multiplayer, keeping the performance impact 30% or less at reasonable graphics settings, and having improved visual quality at the ground level required for the ground battles.

M4A2

M4A2 could stand its own even against the heavier German adversaries thanks to its maneuverability, good turret traverse speed and sufficient armor penetration ability of its solid AP round. It is now available for Tank Crew owners too.

PzKpfw.III Ausf.M

The medium tank PzKpfw.III Ausf.M also had a good chance against medium Soviet tanks - APCR rounds could penetrate their armor while its frontal protection was relatively good thanks to the spaced 50 and 20 mm armor plates. It also had a low visible profile, good maneuverability and high rate of fire. Again, it is already available for Tank Crew owners.

Fokker D.VIIF

Flying Circus customers get Fokker D.VIIF. It was one of the best, if not the best, Deutsche Luftstreitkräfte fighter of WWI. The new and powerful for its time BMW IIIa engine gave the plane high speed and maneuverability at high altitudes while the oxygen supply enabled a pilot to fight up there effectively. Its armament is standard for German fighters of that time - two 7.92 mm LMG 08/15 "Spandau" (650 rounds per minute each).

See you in the skies!

Best Wishes,
The IL-2 Sturmovik Team

© 2012 - 2019 1C-777 Limited
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Qualcuno sta provando “Flying Circus”?

Credo qualcuno degli inglesi!

Update failed. 5 consecutive times I’ve tried to carry it out with a negative result. Consulted the forum, seems to be a problem related to versions not purchased on Steam. Obviously I have no intention of making another purchase… It would seem so stupid… In any case, with reference to the last patch 3.102, someone reports we can solve the problem by downloading a zip containing a .dll, more precisely: rofuplib64.dll and a link to download it is also included, but this link does not work, or it seems better that it has been removed or those who published haven’t the permission to make it available. Does anyone know how to help me? Thank you

there’s a procedure to clean the cache before updating!
right now i don’t have the time to check it!
if you still have problems remind me and i’ll let you know!

New View Distance for Airplanes

Yes, by popular request, we have increased the visibility of distant airplanes. This has been a difficult technical challenge, but we think Sturmovik pilots will appreciate this new reality. Can you spot the far-off planes? We’re still tweaking the feature, but it’s in testing.

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Hello Dear Friends!

As you know, to work well one needs to have a good rest. While the summer season continues, and our colleagues go on vacation, I will tell you how important it is for a military pilot to be able to save and properly spend his strength during combat.

Probably you have already realized that in today’s diary I want to talk about our new pilot physiology modeling, which we are preparing for the release in the next update. Our Beta testers will receive this model for tests today.

About Pilot Physiology

The focus of the new physiology model is, above all, on a more realistic imitation of a person’s tolerance to high G-load. Although this is not the only change in the pilot physiology, you will most likely notice it first, so let’s talk about it in more detail.

As you know, we all are different, and each of us has different stamina, physical strength, and ability to resist negative environmental factors. Therefore, the ability of a particular pilot to withstand high G-load is, of course, purely individual, and depends on a good number of factors: age, state of health, fitness, whether a pilot slept well the night before, how much he ate and how long ago, and even what his emotional state is. Of course, we cannot collect all this information about you, and take all these factors into account in such detail; such a model would be excessively complex, although it would probably allow the player’s best immersion into virtual reality. Nevertheless, we found that the most reasonable approach would be to choose a certain averaged model of an average pilot physiology. By “average pilot” we mean a trained pilot in good physical condition, who often performs aerobatics. A large number of different medical studies with the collected statistics of experiments with pilots and volunteers come to our aid. Based on them it is possible to establish a “middle way” of the typical human tolerance to high G-load.

The first thing that all researchers pay attention to is the fact that the amount of G, both positive (when a pilot is “pressed” into his seat) and negative (when a pilot is “pulled away” from his seat and “hangs on the belts”) depends primarily on the duration of the G-load and on the rate the G-load was applied. For example, at a positive +6G the “average” pilot loses consciousness within the first 5-8 seconds, but the same pilot quite successfully sustains +5G for about 40 seconds, if the rate of G-load application was less than 1G/sec. However, if you create the same +5G in just 1-2 seconds, then loss of consciousness will occur in 5-7 seconds. In aviation medicine, this phenomenon is explained by the “hemodynamics” of the cardiovascular system. The body needs some time to mobilize and begin to effectively counteract overload. This is illustrated in the chart from the article written by Anne M. Stoll, “Human tolerance to positive G as determined by the physiological end points” published in The Journal of aviation medicine in 1956:

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In our new model of human physiology, all these factors are now taken into account. If a high G-load is applied within 1-2 seconds, the negative consequences (visual and hearing disorders) do not appear immediately, but rather with a 2-3 seconds delay, then a quick “crisis” follows, and then, after a few seconds, the body mobilizes and its ability to tolerate G-loads becomes better. This “crisis” can be avoided, or at least reduced, if you pilot more smoothly and create G-load gradually and slowly.

Here is another graph that shows how long an average pilot is able to withstand positive and negative G until he loses his consciousness. The blue line is a summary of data we collected as a result of our various medical studies analysis. Red dots are the results our new model shows:

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As you can see, pilots tolerate the positive g-loads much better than the negative ones.

In addition, now we also take the pilot’s fatigue factor into account, based on the data mentioned above. This means that every pilot’s maneuver performed with a large g-load is no longer in vain, and the more actively a pilot maneuvers, the worse he and his crew will suffer further g-loads. If the pilot is already pretty worn out by maneuvering combat, be aware that a new opponent who entered the battle will have a significant advantage, and maybe you should get out of the dogfight and catch your breath. This may take you a few minutes.

Another important part of this work is the reconfiguration of the visual effects of visual impairment. We brought it into a full compliance with the sequence described in the scientific literature. First, under the influence of positive g-load, a pilot begins to lose color perception (a so-called “grayout”). Then his peripheral vision field (or a “tunnel vision”) narrows, until it becomes completely dark in the eyes (a so-called “blackout”). The visual impairment is also accompanied by hearing loss. On a negative g-load, the effect of “tunnel vision” and loss of color perception do not happen, because, unlike a positive overload, there is no oxygen starvation of the optic nerve. But on the other hand, the pilot feels a rush of blood to his head, which is expressed in the appearance of a noticeable red tint of vision (a so-called “redout”), and the sharpness of vision also deteriorates.

I have mentioned a “loss of consciousness” several times already. Yes, now we are simulating this state, too. A pilot can lose consciousness at large positive or negative g-loads if the threshold of their physiological tolerance is exceeded (taking into account the duration of g-loads, the pace of their creation and accumulated fatigue). A harbinger of the loss of consciousness at the positive g-load is a blackout, although even having completely lost his eyesight, the pilot is still able to control his aircraft for some time. At the negative g-load loss of consciousness occurs more unexpectedly, and the only way to determine it in time is by a sharp deterioration in visual acuity. Studies have established that, depending on a number of factors, a usual period of a G-lock can be as long as 10 to 15 seconds, and during this time the aircraft will remain uncontrollable. Keep in mind that each subsequent loss of consciousness will cost you even greater loss of time and energy. WWII fighter pilots were very human, not Superman and they did experience pretty high G-loads even in piston planes.

Another feature of this model is an anti-g suit a pilot has. On average, according to various studies, the anti-g suit increases the physiological tolerance threshold to positive g-load by 1.5 - 2G, so pilots with the anti-g suits will certainly get a significant advantage in dogfight. The anti-g suit does not affect tolerance to a negative g-load.

In conclusion, I would like to mention that we also limited the pilot’s ability to bail out at the airspeed of more than 400 km/h, or under the influence of positive g-load of more than +3G (which is the physiological limit in terms of the ability of a person to get out of the seat). These numbers refer to a healthy pilot; in case of injury getting out of the cockpit will be even more difficult for a crew.

The effect of hypoxia model on g-load tolerance model has also been refined and will take air pressure into account more correctly.

Preparing for the release of a new physiology model, we understand that for some players it incomprehensible and not obvious at first. Therefore, we left you the opportunity to choose a simplified physiology model in the realism settings, which will work quite similar to the current model, and will not take into account the pilot’s fatigue, the hemodynamics of his cardiovascular system, or limit the pilot’s endurance according to the duration of g-loads or the pace of their creation. Also, in a simplified model your crew will not be able to lose consciousness. At the same time, this simple model will use the new reconfigured effects of visual and hearing disorders, and the magnitude of the g-load at which these disorders occur will be brought into line with the updated data from the new model.

We really hope that the new model of the pilot’s physiology will make the gameplay more interesting, and significantly change the tactics of dogfight. So, the players will now have to take care of the physical condition of the pilot and be more careful about active maneuvering, and this will take us one step closer to the reality of air combat.

Andrey “Petrovich” Solomykin – Lead Engineer