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#532738 Announcing Battle of Bodenplatte, Flying Circus, Tank Crew and more...

Posted by Jason_Williams on 17 November 2017 - 11:49

Dear Friends,

 

Once again, it is my honor and pleasure to announce our current and future plans for the modern IL-2 Sturmovik product line. It has been about fifteen months since I told you about our plans for Battle of Kuban and beyond. Today we make our biggest announcement yet!

 

However, before we do, we are happy to inform you that Battle of Kuban is nearing completion and should be finished by the end of this year as planned. We were able to meet our biggest objectives and complete many other new ones not in the original plan. The list is too long to post in this announcement, but our Developer Diaries tell the tale quite well. Some minor features that did not make it into Kuban will be included in the next product development cycle. Development never stops for us and we continue to march onward and upward! Our beloved Sturmovik has never looked or played so good! 

Attached File  P-39_Banking_WIP.jpg   1.73MB   0 downloads  Attached File  A-20_Dusk_WIP.jpg   488.55KB   0 downloads  Attached File  Yak-7_Cockpit_WIP.jpg   1.49MB   0 downloads

 

The Sturmovik development team is an amazing group of people who work tirelessly to bring you the combat flight-sim experience you want. As their Producer and partner for many years it still amazes me what they can accomplish. They deserve your continued support. Please show them how much you appreciate their work.

 

We also want to say thank you to our customers who have helped us weather the storm and keep going. We cannot do this alone and so many of you help us when we need help and so many of you have told your sim buddies to purchase our products. We thank you from the bottoms of our hearts. This community is a special one and we’re in this journey together.

 

Without further delay, our next title, sorry, our next THREE IL-2 Sturmovik titles are going to be the following - BATTLE OF BODENPLATTE, FLYING CIRCUS and TANK CREW!

 

That’s right, Sturmovik is expanding into new territory and we are going to tackle building and releasing three new titles in 2018 and into 2019. All titles will be unique in their own way and all will be branded IL-2 Sturmovik and will share the same client software. Flying Circus and Tank Crew will be their own series within the Sturmovik ecosystem and give Sturmovik fans new ways to have fun. This ambitious and aggressive development plan will be made possible by working with talented professional studios whom we have partnered with in the past few months. If everything goes to plan this will allow us to do parallel development like never before. More about our partners and their role in future development diaries.

 

Battle of Bodenplatte

 

Although it was technically an “operation”, for continuity sake, we’re calling it a battle! Battle of Bodenplatte will explore the air war near the end of 1944 and into 1945. This late-war setting offers a wide variety of classic fighters and fighter-bombers for you to fly including some of the hottest piston powered airplanes to ever grace the skies. In addition, we’ll introduce our first jet aircraft! The Allies flew many low-level tactical missions into Germany from bases in Belgium and Holland during this time. In a desperate attempt to stem the tide of war, the Germans launched a surprise attack on Allied airfields on January 1, 1945. The ensuing battle became legendary. 

 

Attached File  Bodenplatte_Artwork_P51_EN.jpg   95.06KB   0 downloads

 

Planned to be Included in Battle of Bodenplatte:

 

Flyable Aircraft and Content:

- Bf 109 G-14

- Bf 109 K-4

- Fw 190 A-8

- Me 262

- P-51D

- P-47D

- Spitfire Mk.IX

- Tempest Mk.V

- Fw 190 D-9 (Collector)

- P-38L (Collector)

- B-25 (AI)

- European Low-Countries Map (Final size TBD) (Parts of the Netherlands, Belgium and Germany)

- Many Allied and Axis airfields, cities, towns and villages. Winter and Summer textures are planned.

- New Allied and Axis Ground Units and Scenery.

 

Battle of Bodenplatte Pre-Order Launched!

 

As of today, you can Pre-Order Battle of Bodenplatte in our webstore. As always this will give you access to Early Access and a Pre-Order discount! The Pre-Order price is $69.99. Just click on the image to order.

 

Attached File  Bodenplatte_Pre-Order_Store_English.jpg   65.06KB   0 downloads

 

Flying Circus – Volume I

 

Flying Circus will finally give our loyal and patient Rise of Flight customers a new way forward into the future! Our eventual goal is to essentially re-build ROF inside of the Sturmovik universe and give WWI all the latest technology like VR, 64bit, DX11 and improved visuals. We will start by focusing on re-furbishing ten of our existing WWI airplanes and providing a partial map of France to fly and fight over. Subsequent Flying Circus products will further expand content and we’ll work to integrate Flying Circus into our Campaign and Career systems over time. Volume I is merely the first important step and it will be a lot of fun! If Flying Circus proves popular we can eventually fire up the Great War assembly line and break out the canvas and timber once again to make some new crates! Guynmere, Fonck, Coppens, McCudden, Bishop, Rickenbacker and von Richtofen shall fly again 100 years later! 

 

Attached File  FlyingCircus_Artwork_SPAD13_EN.jpg   152.01KB   1 downloads

 

Planned to be Included in Flying Circus – Volume I

 

Flyable Aircraft and Content (Tentative List):

- SPAD 13 C.1

- Sopwith Dolphin

- Sopwith Camel

- RAF S.E.5a

- Bristol Fighter

- Albatros D.Va

- Fokker Dr.1

- Fokker DVII

- Pfalz D.IIIa

- Halberstadt CL.II

- France map (100 x 100km Approx.)

- Several airfields, cities, towns and villages. Summer textures are planned

- No Man’s Land

- Entente and Central Powers Ground Units and Scenery.

 

Pre-Orders for Flying Circus will be available sometime first half of 2018.

 

Tank Crew – Clash at Prokhorovka

 

Tank Crew will be expanding upon our initial adventure into tank combat by including ten new tanks and armored vehicles and improving our two existing tanks. Tank Crew will create a ground combat component that can be integrated into single-player content and multiplayer servers. Our tanks will be multi-crew in multiplayer which most other leading tank games are not capable of. Our playable tanks will also be modeled both inside and out with realism in mind and improved damage modelling. The map will feature the southern portion of the Battle of Kursk with the village of Prokhorovka and town of Belgorod included. The map will also be built somewhat differently giving tank players a better ground environment then our current large maps. Further details about Tank Crew will be released as development ramps up.  

 

Attached File  Tank_Crew_Artwork_KV1s_EN.jpg   140.47KB   1 downloads

 

Planned to be Included in Tank Crew – Clash at Prokhorovka

 

Playable Tanks and Content (Tentative List):

- T-34-76 STZ

- KV-1s

- M4A2

- SU-122

- SU-152

- GAZ-MM + 72K

- PzKpfw III Ausf.L

- PzKpfw IV Ausf.G

- PzKpfw V Ausf.D

- PzKpfw VI Ausf.H1

- Sd. Kfz. 184

- Sd. Kfz. 10 + Flak38

- Prokhorovka - Belgorod Map {100x100 km Approx.)

 

Pre-Orders for Tank Crew will be available sometime first half of 2018.

 

LA-5 FN and Bf-109 G-6 Pre-Order Launched!

 

In addition to all this amazing news we have launched pre-orders for the deadly La-5FN and Bf-109 G-6. These two planes further build our plane-set and fill in gaps in the Soviet and German war chests. Pre-Order now and enjoy a discount! Each aircraft is $14.99 for a limited time. Click on the image to order.

 

Attached File  Pre_Order_La5FNs2_EN.jpg   25.96KB   0 downloads  Attached File  Pre_Order_Bf109G6_EN.jpg   26.43KB   0 downloads

 

IL-2 Sturmovik: Great Battles Demo and Series

 

In 2018 we plan to release a Free Limited Demo for Sturmovik that will allow new customers to easily try Sturmovik. Users can then purchase content to turn their demo into their home-base for all things Sturmovik. More details on the Great Battles Demo first quarter of 2018.

 

In addition to the demo, our entire collection of products will be made part of the IL-2 Sturmovik: Great Battles series. Any product displaying this logo will be compatible with one another and part of the overarching collection. 

 

Attached File  Great_Battles_Logo_English.png   61.95KB   0 downloads

 

Digital Warfare Engine

 

Previously our simulation engine was known as the Digital Nature Engine. Over the years many, many changes and improvements have occurred that has essentially re-written almost all of the engine and it now supports a wider range of vehicles. To commemorate this new reality, we have christened our updated engine the DIGITAL WARFARE ENGINE.

 

Larger Picture

 

As you can see we have ambitious plans for Sturmovik. No doubt you will have many questions and concerns about what we have announced. The bigger picture is that are now ready to try making parallel products for our WW2 fans, WW1 fans and possible new customers who enjoy tank battles. But beyond that, we hope to accomplish the following in our next development cycle.

 

-          New MP matchmaking system and lobby with chat

-          Improvements to aircraft fuel systems and add drop tanks

-          Oxygen masks for pilots at high attitude

-          Jet engine technology and associated physics of higher Mach numbers

-          Improvements to AI

-          Option for 4K skins by default and preview pics in the GUI for Custom skins

-          In-Game Model Viewer (hold over from Kuban)

-          Mods On/Off (hold over from Kuban)

-          More attractive GUI and better GUI optimization

…. and many other small, medium and large improvements to usability, functionality and performance.

 

Last but not least, part of our overall plan is to work with one of our long-time professional development partners to produce airplanes. This is not a guaranteed success and much work needs to be done to make this a reality, but we are giving it a shot. There is much more to our airplanes than just the model. Much training will need to be done to pull this off. If successful, we plan to make the Li-2 next. We are making NO PROMISES, but here are a couple very early WIP pics.

 

Attached File  Po-2_Early_WIP_1.png   2.14MB   0 downloads  Attached File  Po-2_Early_WIP_2.png   2.02MB   0 downloads

 

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Bonus Images

 

For your enjoyment I commissioned a few extra images for our upcoming products. These are NOT THE OFFICIAL IMAGES for our new products and should not be used in that way or used in any media. However, we felt you would enjoy this special artwork and give you a sense of what is coming. Enjoy!

 

Attached File  Bodenplatte_Artwork_Me262_EN.jpg   119.38KB   1 downloads  Attached File  Bodenplatte_Artwork_Tempest_EN.jpg   131.53KB   1 downloads  

 

Attached File  FlyingCircus_Artwork_Albatros_EN.jpg   111.17KB   1 downloads  Attached File  Tank_Crew_Artwork_Tiger_EN.jpg   153.63KB   1 downloads

 

You can discuss this announcement in this thread and read further comments from Jason that address this plan in even more detail.

 

See you in the skies and thank you for your continued enthusiasm and support!

 

Jason and the IL-2 Sturmovik Team


  • 162


#185032 We proudly present to you...

Posted by =FB=LOFT on 22 October 2014 - 11:44

Dear pilots,

 

We present you a new game in the IL-2 Sturmovik series. It was both hard and enjoyable to work on it. It’s a pleasure to be creating a continuation of the game that once won the world’s recognition in the genre - yes, it’s no easy to make something worth everyone’s attention. We’ve been persistent on our way to the dream, we started as players and turned into makers. The very game release proves that tenacious dreamers can accomplish their goals.

 

And the goal was to create the game withing minimum time because the IL-2 series had lived through some hard times and significant gaps between releases. We worried that players might forget the genre in the wreckless rithm of modern entertainment industry, and that we might release a game too complicated and slow for players. But we never lost our focus on the very core of flight simulation. Physics, aerodynamics, ballistics, and precise recreation of military vehicles. We wanted you not only know but also - feel like you’re flying. Feel yourselves surrounded by the clean ice-cold air, feel the power of a combat machine in your hands. The game remains on the base of persistent and continuos wish to improve your skills. And we, keeping this base gameplay untouched, added the best features of other genres to create one of the most hardcore and honest games on the market.
 

We enjoyed making the IL-2 Sturmovik: Battle of Stalingrad, that was so cool, and we hope you’ll enjoy playing it as well. We’re sure that the game will work correctly on your PCs but we are ready to make all necessary corrections if something goes wrong. If you encounter any technical difficulties, please, submit a ticket to our customer support, or tell us about your issue on the forum or on our social network pages - we’ll read it. Well, we’ve taken off, all parameters are ok. We’ll see what’s next later, when we climb a little higher. Thank you for your enthusiasm and your trust.

 

Thanks for your support,

IL-2 Sturmovik: Battle of Stalingrad Team


  • 118


#520948 Developer Diary

Posted by Han on 13 October 2017 - 20:13

 
Hello everybody,
 
the month of surprises continues and today we present you a new kind of them - instead of a new plane it will be a new tech. Our lead programmer and lead landscape designer were developing new stuff for a couple of months already: it will allow us to make the visual image of the sim drastically more realistic and modern looking in the next update. Their main task was increasing the rendering distance of the terrain almost four times, from 40 to 150 kilometers, and they completed it successfully.
 
This task automatically brings several smaller ones with it in tow: increasing rendering distance of the clouds and making them more diverse, improving the air haze, the horizon, making additional, simplified landscape beyond the map borders since you can see so far now and so on. Ofcourse, one of the main objectives was to not allow significantly FPS drop appear due to this new feature, and we succeed in this. For example, today's discussion on how the new haze should look was so tense and spirited you won't believe it, with many members of the team participating - producer Jason Williams, lead programmer Sergey Vorsin, lead landscape designer Evgeny Isaev, lead physics engineer Andrey Solomykin, build manager Andrey Dineev, physics engineer Roman Kovalenko and yours truly Daniel Tuseev, of course :) .
 
You can see the current result of the work on the following screenshots that were taken during daytime at 5000, 2000, 500 and 100 meters altitude. This improvement will get rid of likely the last important thing our engine lacked in comparison to our competitors, and now it looks like we're taking the lead instead. Otherwise, our graphics engine is hands down the best among the combat flight sims. But we won't stop at this, that's for sure, we'll move forward!
 
Attached File  new_1.jpg   491.23KB   13 downloadsAttached File  old_1.jpg   405.8KB   14 downloads
Attached File  new_2.jpg   368.58KB   12 downloadsAttached File  old_2.jpg   288.17KB   16 downloads
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You can discuss the news in this thread


  • 102


#532898 My comments on the delay of PTO development.

Posted by Jason_Williams on 17 November 2017 - 12:43

Everyone,

 

I have had to make the difficult choice to postpone, NOT CANCEL our plans to go to the Pacific theater. The reasons for this are many and have everything to do with the complexity of the subject (Ships, Japanese Aircraft) and the inability to marshal the required resources to develop this content up to the standards you expect and in a reasonable time frame and within a budget we could afford. I have not taken these steps lightly and for fans of the PTO, of which I am the biggest, this was not something I wanted to do. But the dream still lives!  

What you see announced today is my plan to try to build, in a hopefully clever way, larger infrastructure so we can tackle the PTO in the future. Also, by rapidly expanding our content I hope to increase sales so we can afford proper solutions to building PTO content and doing the necessary research to build Japanese planes and ships to our current level of accuracy and fidelity.

 

I will explain more on this topic once the dust settles from this big announcement and I have caught up on my sleep. I will also address it in my next TeamSpeak chat session this weekend.

 

Please, please, please understand that there is no conspiracy here and we STILL INTEND to go to the PTO as soon as feasible. It has been my professional dream for 10 years. I won't give up on that dream.

 

Jason


  • 99


#76216 Air Combat Tutorials, TIR Profile, G940 controls - 18 November 2017

Posted by SYN_Requiem on 12 January 2014 - 15:29

Hi everyone,

  
My new channel is live and can be found at The Air Combat Tutorial Library

 

Releasing these videos would be a lot harder if I didn't have a few helpers who have been reviewing what I've been making so far for fixes and improvements, so thanks to Bill, Eric, Pete, Nate, and Robey for volunteering your time and expertise to help make these videos better! These new videos have annotations, which are buttons I've added to the video that you can click on. They are pretty obvious, so if you wanted to watch a certain section, replay a section, or skip something altogether, just click on it and you will be taken where you need to go.  Also, just for your info: Subscribers get emails as soon as the videos are made public and I update these sorts of posts later on, so if you like them please subscribe because it gives me an idea of people's interest. I enjoy the process of making them and knowing people benefit from them is very satisfying.

 

Anyway, I hope you like them and feedback is very much encouraged on inaccuracies/improvements/suggestions etc. I have a long list to make, but if there is anything in particular you want to see let me know and I'll see what I can do.

 

Latest Video Releases 18 November 2017:

 

Multi-Engine #1 - Principles

youtube.com/watch?v=TNHZZP8NUgQ

 

Multi-Engine #2 - Handling Engine Failures

youtube.com/watch?v=i9roIW1OuXM

 

Six Degrees of Freedom TrackIR Profile 19 June 2014:Attached File  Requiem Jun 2014.zip   1.06KB   3834 downloads

This is a new TIR profile from me which I've tested in in BoS, CloD, and RoF, and I'm happy that with how it performs in all three sims. The big thing I've done is the implementation of slight deadzones towards the end of head movement to avoid you moving your head far enough to get the view stuck in position at the end of its range. It's hard to describe what I mean, but it's basically a hard deadzone mixed in with a soft deadzone to make looking around feel more natural. This is basically a whole new profile across all six axes, but I'll list the changes to three of the most important axes below:

 

Yaw - You will notice a change in the 'yaw' axis when you look left and right. It won't take you to the full 180 degree position in-game but will actually stop at about 150 degrees, so for example when you look left to check your six oclock the view won't let you see completely out the other side, and yet it doesn't hinder your ability to check six at all. This means that the axes are limited in their range a little bit, but to me looking around in-game actually feels like it is a head instead of pivoting around a point in the cockpit. I always disliked how looking to my six would inevitably show the entire back of the cockpit which made it look flat, so I really like these changes.

 

Pitch - Added the little deadzones, but I've made it easier to look up and down without the issue of getting stuck at the ends of TIR's range. Looking up is faster initially, but slower towards the end to make it better to check above you and as part of a high six oclock check. Looking down is easier so you can check the instruments you need.

 

X axis - Added the little deadzones and made it easier to slide left and right in the cockpit, but the deadzone on this axis is slightly larger to prevent the out of body experience you can have with the canopy open.

 

I use a speed of 1 and smoothness of 35 with this profile. Edit the profile as you please.

 

Defaults:

  • Center - Mouse button 5 (thumb mouse button)
  • Pause - CTRL+F9
  • Precision - CTRL+F7
  • Profile - CTRL+F12 (not enabled)
  • All axes - Enabled
  • Trueview - Off

Logitech G940 Controls Package 28 Nov 2015: Attached File  G940 28 Nov 2015.zip   359.07KB   301 downloads

It has a readme, a picture of the in-game control assignments below, the input map, and a Logitech profiler file which will let you use the modifier switch on the joystick so you get double the functionality from your buttons.

Attached File  g940 24Oct15.jpg   388.73KB   131 downloads

 

Aircraft Guides by Chuck:

Nice guides which cover different aspects of each aircraft in BoS.

http://forum.il2stur...aircraft-guide/

 

Cockpit Reference Cards by =RkSq=Lodebeard

Good guides to use on a second screen, tablet, or just printed off while familiarising yourself with the aircraft in BoS.

http://forum.il2stur...eference-cards/

 

SweetFX/FlightFX:

SweetFX/FlightFX is a neat utility used by many people to improve how the game looks without incurring a FPS drop. SweetFX is the stuff that implements the changes, but FlightFX is an external program which manages the usage of SweetFX much better. I prefer FlightFX because you just use a checkbox to turn SweetFX on and off rather than SweetFX where you need to add/remove the files manually. There are presets available so you don't even need to mess with the process of creating settings yourself, and many people recommend preset made by =Fifi= as being the best one out there.

 

=Fifi= SweetFX preset: Attached File  SweetFX_Il2_Fifi_settings.txt   1.83KB   1871 downloads

Here is an example of how BoS looks with Fifi's preset on and off.

Attached File  FX1.jpg   868.38KB   226 downloadsAttached File  FX2.jpg   1.12MB   180 downloads

 

For detailed instructions on how to use this utility go to: SweetFX and FlightFX to download it and get it up and running depending on your preference of how you want to use it (Manual = SweetFX, Auto = FlightFX)

If you are using FlightFX and experiencing crashing when the BoS launcher starts, disable SweetFX, re-start the BoS launcher, then enable SweetFX and you should be fine.

Attached Files


  • 98


#491796 Developer Diary

Posted by Jason_Williams on 21 July 2017 - 06:35

165

 

Hello Pilots,

 

In this Dev. Diary we'd like to share with you many never before seen screenshots of the Kuban map as it nears completion. It's simply awesome and sets a new standard for Sturmovik map making. We hope you enjoy them. And progress continues as we continue to work on and testing and implementing the FM changes and new shadow technology mentioned earlier. The screens below show our old shadow technology for now.  

 

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AND DONT FORGET WE HAVE A 40% OFF BOM PROMO IN PROGRESS UNTIL AUGUST 7TH!

https://il2sturmovik.com/store

 

Enjoy your weekend everyone!

 

Jason

 

You can discuss the news in this thread.


  • 97


#121227 Cockpit At-A-Glance Reference Cards

Posted by =RkSq=Lodebeard on 22 May 2014 - 04:09

These started out being just for myself and my pals, but I think maybe others might find them useful.  They are not as detailed as some others out there, but my purpose was to show all of the cockpit controls using only one picture for each aircraft.  This way people can put them on their second monitor, laptop, tablet, or phone until they are familiar with each plane's cockpit.

 

The aircraft notes are largely drawn from these excellent cockpit familiarization tutorials by SYN_Requiem, which many of you have probably seen.  Many thanks to both him and his friend pilotpierre, who generated very helpful notes on complex engine management.  Awesome work, guys!   :cool:

 

If you find any problems, please let me know so I can address them.  I hope someone out there finds them helpful! 

 

**UPDATE**

2014-06-16

Added units for fuel pressure and oil pressure gauges in all planes (and nitrogen pressure in Pe-2)

 

2014-06-12

Added La-5 (Series 8)

(engine management notes not quite finished yet)

 

 

BF%20109F-4%20Cockpit.jpg

 

BF%20109G-2%20Cockpit.jpg

 

Ju%2087D-3%20Cockpit.jpg

 

La-5%20%28ser.8%29%20cockpit.jpg

 

LaGG-3%20%28ser.29%29%20Cockpit.jpg

 

Yak-1%20%28ser.69%29%20Cockpit.jpg

 

IL-2%20AM-38%20%281942%29%20Cockpit.jpg

 

Pe-2%20%28Ser.%2087%20%26%20110%29%20coc


  • 95


#523294 Developer Diary

Posted by Han on 20 October 2017 - 14:26

 
Hello Everybody,
 
Another week has passed and we have interesting IL-2 news for you once again. First of all, our programmers started the work on the next new gameplay mode: Cooperative. In the start, this mode will include a new multiplayer server type, where a player will have to choose an aircraft in a scenario mission. The mission will start once enough players have joined and confirmed they are ready. Aircraft not claimed by human players will be controlled by AI, so the mission will proceed as it was designed even if the server isn't full. The mission scenario could be nearly anything you could think of - scripting allows a mission designer to create almost any combat situation. Moreover, branching multiplayer campaigns will be possible, when a mission outcome decides which mission to load next. Judging by what the =DED= squad has made possible so far on their server, dynamic scenario campaign will be also doable.
 
Our preliminary plans for the next year include improving not only the new Cooperative but also the existing Deathmatch multiplayer modes by giving the players more convenient means to socialize, offering a more informative, visual and convenient way to select and join a server. We'll be able to tell you more later when we set these plans in stone. For now, we can say that our post-2.012 changes include a ton of changes and additions already and we'll be telling you about them as they mature in the each Dev Blog. This also means that this time the waiting for the next update will be longer than usual, so please bear with us. We're certain that your patience will be rewarded with the new neat stuff that will be released.
 
To make this Dev Blog a bit less dry, here are some WIP Aircobra screenshots - you can already see it in the game engine. This one is going to be really interesting and we'll tell you about it in detail in our next news update.
 
Attached File  P39_1.jpg   724.23KB   13 downloadsAttached File  P39_2.jpg   1.25MB   11 downloads
Attached File  P39_3.jpg   1000.23KB   14 downloadsAttached File  P39_4.jpg   587.34KB   11 downloads
 
Aaand, of course, we continue our 'Month of Surprises'. This Work-In-Progress video is worth a thousand words:
 
 

You can discuss the news in this thread


  • 89


#515596 Developer Diary

Posted by Han on 28 September 2017 - 14:35

 
Hello everybody,
 
In general, the work is proceeding as planned. All three remaining Battle of Kuban planes (Yak-7b, P-39L and A-20B) are in Engineers department now. P-39L and A-20B 3D cockpits are being made and textured, while the 3D model of Yak-7b is finished. In the meantime, the new Career mode is being filled with a lot of content:
 
- It includes all the three battles depicted in our project: Battle of Moscow, Battle of Stalingrad and Battle of Kuban:
- Battle of Moscow consists of 200 days starting from October 2nd, 1941, when the German offensive began at large, and ending on April 20th, 1942, when the Russian counteroffensive stopped at Rzhev;
- Battle of Stalingrad is 163 days long, from August 23rd, 1942 (the first massed bombing of Stalingrad and German 6th Army crossing the river Don) till February 2nd, 1943 (when its remains surrendered in what was left of the city);
- Battle of Kuban goes for 176 days from the German attempt to crush the Soviet bridgehead at Mysjako near Novorossiysk on April 17th, 1943 till October 9th, 1943, when the remaining German troops were evacuated from Taman peninsula to Crimea.
-145 squadrons total, each one of them having historically correct aircraft and airfields;
- 98 of these squadrons a player can join, so they have squadron histories. While being brief, these histories are 40 000 words combined;
- All German squadrons have unique insignias and Soviet ones have regimental banners;
- 83 newspapers you'll be receiving while playing Career have 61 000 words;
- Around 550 historical photos add more life to the new mode;
- Each pilot will not only have a name, rank, and credentials like in Rise of Flight, but also a photo thanks to the new photo generator. 24 unique pilot biographies (12 per side) add more flavor to the game;
- There are 38 mission types planned, way more that we have had before (Rise of Flight career and the current BoX campaign have 22 mission types);
- AI controlled objects in missions will be more numerous thanks to the performance optimizations we conducted earlier. For example, player flight will include up to 9 aircraft (there are up to 5 in Rise of Flight and the current BoX campaign);
- The Career will offer a number of options to suit anyone's playstyle, skill, PC performance;
- Around 70 different awards can be earned by a player in this mode. Each one of them will be supplemented by a brief description and have unique conditions to be awarded. Here are a few examples:
 
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Aaand to finish today's Dev Blog, we want to begin, how should we call it, 'the month of surprises'. We don't tell you early about everything, and there are reasons for this. But when we do, we hope that you'll be pleasantly surprised. So, here goes the first one - we're making a new Collectors Plane, Bf 109 G-6, for a month already. This is a highly anticipated aircraft and since it fits into the Battle of Kuban timeframe, it's possible for us to make it. The exterior 3D model is being built right now, so we can show you several WIP screenshots of it:
 
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You can discuss the news in this thread


  • 85


#441481 Developer Diary

Posted by Han on 10 February 2017 - 12:39

 
Hello everybody,
 
While engineer and artist teams work on Battle of Kuban aircraft, our dedicated map department is making the landscape of the new theater of war. As we mentioned earlier, we use Rise of Flight tech as a start, but we spent a lot of resources to make it up to the task. We improved the mountains rendering in the first place, since mountains and foothills occupy 22 thousands square km of the total 120 thousands square km and the mountain coast is 350 km long. Theoretically we could create this landscape using existing technologies, but it would take unrealistic amount of time and we didn't have so many resources to do it the old-fashioned way. Therefore, we spent some time creating the procedural texturing system for mountaneous terrain. Surely, the modern tech requires not only applying the textures, but also choosing correct materials to make the landscape as natural looking as possible, getting rid of unnaturaly straight lines and borders. Here are several screenshots of our first attempts at this tech, which show promising results:
 
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The main data source for this landscape is the height map. Its analysis and processing gives us the slope steepness data that can be used to determine the surface type at any given coordinates - is this a rocky slope, or a patch of soil covered with low grass, or a forested area. The orientation of a slope relative to cardinal directions and a bit of randomness are also taken into account. The snow line (above which snow covers the ground) is also determined using the height map data, but of course it is not a simple height slice - it depends on slope steepness, its orientation (which affects insolation), etc.
 
We almost finished creating special objects for sea ports. This task wasn't trivial either - their layout changed since 1943 very much and it took a full blown historical research to determine how they looked back then. Kuban towns will include the famous landmarks, they are already modeled as well.
 
Our map department is progressing according to schedule and soon we'll be able to show you the early screenshots of Battle of Kuban landscapes and towns that will be close to their final look.
 
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You can discuss the news in this thread


  • 81


#530528 Developer Diary

Posted by Han on 10 November 2017 - 13:11

 
Hello everybody,
 
As you may have already noticed, the huge map of Battle of Kuban comes in three seasons (Spring, Summer and Autumn), so there is no winter one. However there are many existing winter maps in our sim, so we had to update the winter landscape quality to match the new map quality level. In the end, after some experiments, we had to remake the chilly skydome, adjust the color palette and contrast to reflect the winter visibility conditions. The existing lighting wasn't bad, but we have found a way to improve its quality and make it even more realistic to get more contrast, bluish shadows which are characteristic of the chilling weather. The overall color temperature also became colder. All this combined allowed for more 'clean air' and deep visual feel. Of course, it's hard to describe such changes with just words, so please take a look at these comparison screenshots:
 
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Now, our engineer Roman =Gavrik= Kovalenko wants to tell you a bit about the A-20B he will finish working on soon:
 
A-20B had good flight characteristics, high fineness (wing/drag) ratio and very good aerodynamics. Its top speed exceeded Pe-2 speed even at nominal power mode, it had a good handling and maneuverability. All control surfaces were equipped with servo tabs to reduce the pilots' load. With bombs dropped, A-20B had comparable to fighters wing loading and two powerful Wright R-2600-11 engines allowed for a good power-to-weight ratio. However, aerobatics were forbidden for its pilots and it was advised to dive shallow and recover gently because of the durability concerns (4g maneuver envelope). Nevertheless, the flight manual included some maneuvers like combat turn.
 
Lend-leased A-20B's were upgraded upon arrival to the USSR: they were refitted to support Soviet bombs, electric bomb dropping gear similar to Pe-2 one was installed, and there were some other minor changes.
 
it was one of the first mass-produced aircraft with the nose landing gear, making taxiing, taking off and landing much easier. There was a special electric blocker that didn't allow to erroneously retract the landing gear while on the ground and alarm siren that warned the pilot about the retracted landing gear during flight at low throttle. At high speeds, flaps retracted automatically. Overall, this aircraft was very comfortable for a pilot with its spacious cockpit and good view. The only inconvenience could be caused by the engines that weren't equipped with automatic governors of the manifold pressure, just like the P-40 engine.
 
A-20B bomb load was formidable - up to 16 FAB-100 bombs in the bomb bay and 4 underwing holders that could carry FAB-100 or FAB-250. It is interesting to note that to ease the formation bombing, two signal lights were installed in the aircraft rear that helped the wingmen to open their bomb bay doors and drop bombs simultaneously with the flight leader. In addition to two forward firing .50 cal machine guns, there were two turrets with .50 cal (top) and .303 cal (bottom) MGs, so A-20B weaponry and flight characteristics allowed the bomber to stand up for itself even if it was engaged in air combat.
 
I hope you'll enjoy the A-20B in the game as much as I enjoyed making it.
 
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You can discuss the news in this thread


  • 77


#180011 Jason's Comments on Today

Posted by Jason_Williams on 14 October 2014 - 23:20

Everyone,

 

First, let me state that the comments posted earlier today did not come through me or have my approval. Loft is not the only board member or owner in this company. The english speaking forum is my area of responsibility and I don't appreciate such controversial comments from anyone on the team being posted while I am sleeping with no idea of what is being posted or having a chance to respond.

 

Second, I don't know what Loft had for lunch yesterday, but he clearly was in a bad mood and normally does not speak like that in our meetings. Clearly he was frustrated and I know how that feels cause I have been there many times. What he does is not an easy job, but he is a great producer and the quality of our products speak for themselves. However, he is not the best communicator, at least not in english. Also, there are deep cultural differences between Russians and Westerners. This has affected me at my job many, many times and we have had to find ways to overcome it. Usually we do and our products have been the better for it. Loft's blunt comments should not have left the office. 

 

Our official policy about user reviews is posted here. Nothing has changed since the ROF days. We do feel that due to the "wild west" nature of the internet it is important for us to ask users to post well-reasoned, polite reviews of our products. There are people on the net who do go out of their way to hurt companies for no legitimate reason. We have been the victims of this several times since we began 5 years ago and whenever we see this kind of activity we try to push back a little. As has been seen in the media lately the gaming press can be corrupted aka "gamergate" and their public areas can be manipulated by folks with agendas. We also know how hard it is to get coverage in mainstream publications and websites without large marketing teams. So, I think Loft's frustration probably comes from that perspective. I know I feel frustrated that way too sometimes. I can't totally speak for Loft, but that is my guess. Further comments on the forum about what was said will be deleted. There is nothing more to say about it. Neither Loft's comments nor critiques of it further the health of this hobby.

 

We have tried to be very communicative about this product and we have over 80 blog posts as a testament to that commitment, several live streams and hundreds of posts from the team in the forums answering questions and engaging with users both on the western side and eastern side. However, the last few blog posts have drawn the ire of a size-able chunk of the community and there have been many comments about the design decisions that have been made. We see it and we hear you. There is no need to continue to blast us over and over again. This only leads to fights and personal insults on the forums which we do not like. When that happens we need to moderate and that also drives negativity, but the key is held by our forum users. Keep it polite and civil and everything will be fine. Calling the team names and launching ad hominem attacks only causes threads and comments to be locked or deleted. That won't change unless the mood changes to a more reasoned one.

 

Also, I still do not understand to this day the craziness this genre generates. I have been a simmer for over 20 years and worked in this industry on the hardware, distribution and development sides of things for over a decade. The passion, anger, rawness and sensitivity of the market and the developers is beyond anything I have ever seen. I used to think I had a handle on what users wanted and how they would react to things, but I am at a loss now. I have made many friends in this genre over the years, but I have also lost friends because of this hobby and it's maddening and I'm tired it. We are supposed to be adults in the genre, not angry kids. I'm guilty of not always being my best either, but for everyone's sake the bickering, attacking and constant melodramatic nonsense needs to stop or this genre will definitely die.  

 

Finally, I understand there are those who legitimately want to voice their opinion on things they like and don't like. That is perfectly fine and we have always made changes to our products based on customer feedback. We can't make every change or suggestion someone wants, but we do listen. To help facilitate that I have opened a NEW thread in the Poll section where you can speak on the Campaign system etc. This is where all discussion about the like or dislike of the Campaign will go for now. Comments on this topic in other sections will be moved here, We need one place so we can see everyone's opinion. Please participate in the poll and leave a polite comment if you wish. The same rules will apply as far as forum rules and civility goes, but if you keep it civil your comments will remain. 

 

I know there is a previous poll on this topic, but the poll question was not setup in a way that we can use so I have started a new one. I will lock the old poll thread, but leave it visible.

 

Thank you to all that are participating in our Early Access period and let's try to get past these last couple weeks and find enjoyment in this hobby we all love.

 

Jason


  • 77


#422861 1C Game Studios to Cooperate with Team Fusion on IL-2 Sturmovik: Cliffs of Dover

Posted by Jason_Williams on 21 December 2016 - 14:30

1C Game Studios to Cooperate with Team Fusion on IL-2 Sturmovik: Cliffs of Dover

 

1C Game Studios is excited to announce that we have reached an agreement in principle to cooperate with Team Fusion on future commercial development of IL-2 Sturmovik: Cliffs of Dover. This includes giving Team Fusion access to the Cliffs of Dover source code so they may continue their work to fix and improve Cliffs of Dover and build commercial add-ons for the base title. Such cooperation was made possible only recently as full ownership rights to Cliffs of Dover was returned to 1C Company after many years.  We can now allow Team Fusion to continue their work more comfortably and help turn Cliffs of Dover into the product is was intended to be. 1C Game Studios recognizes the hard work and passion that Team Fusion has exhibited in improving Cliffs of Dover and we welcome their continued dedication to the product. We also welcome them to the 1C Game Studios family of developers who help make the combat flight-sim genre and IL-2 Sturmovik series so compelling.

 

In the coming weeks and months, Team Fusion’s work will be offered as an official content update and patch for Cliffs of Dover on Steam. This update will merge all the current changes and fixes into one update. The update will initially be optional. Not long thereafter, the update will be codified by Team Fusion and officially entered into the source code and file system for the product itself. The title will then be permanently updated through Steam negating the need for a separate patch.

 

Later in 2017, the first commercial add-on for Cliffs of Dover will be released. The add-on will be focused on the North Africa theater and will update the engine to DirectX 11 and include new airplanes, a new map and other content and improvements. There is a possibility that other theaters will be developed in the future pending the outcome of this first add-on.  More information about the North Africa add-on will be made public in the coming weeks.

 

The Cliffs of Dover product line will be distinct and separate from the IL-2 Sturmovik: Battle of Stalingrad line produced by 1C Game Studios. Both game engines will be developed separately by each team with the announced IL-2 Sturmovik: Battle of Kuban development schedule unchanged and unaffected by this announcement.

 

Cliffs of Dover and its add-ons will be sold on the official IL-2 website (www.il2sturmovik.com) and through Steam. There are no current plans to incorporate Cliffs of Dover into the existing 1C Game Studios user account system. Players will continue to manage their Cliffs of Dover install through Steam just as it is done now.

 

We hope you find this announcement to be exciting and re-assuring that your favorite hobby will continue to grow and flourish. 1C Game Studios and Team Fusion ask for your support as this new era of cooperation and development begins!

 

The 1C Game Studios Team

 

You can discuss this announcement in this new section of our forum: Cliffs of Dover by Team Fusion


  • 76


#432034 Developer Diary

Posted by Han on 13 January 2017 - 11:59

144

 
Hello everybody,
 
the holidays here have ended and we continue working on Battle of Kuban. Soon we'll start beta testing the next plane in its planeset, twin engine strike aircraft Bf 110 G-2, and now we can show you its screenshots:
 
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Our artists are finishing German bomber He 111 H-16 3D model. We must say that its development turned out to be somewhat harder than we expected. Its rear cabin was created anew and there are significant changes in the pilots cabin. But as it is always so, what is harder for us to make is more interesting for you to fly :) Here's one screenshot of its almost finished cockpit:
 
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Other good news came from AMD and NVidia, they responded to our questions regarding some of their video card models. NVidia confirmed that NVidia 780 driver restarts while using 37x.xxx or newer drivers will be fixed. AMD is investigating the particle issue on newer AMD video cards (which we temprorarily fixed by removing one of the optimization techniques), hopefully it will also be fixed soon.
 
We also want to tell you that we almost finished the physics and AI systems optimization. We succeeded in increasing these AI aircraft flight calculations performance slightly more than two times. Since we already have upped AI aircraft physics performance while on the ground by 3 times earlier, we and you will be able to create scenarios containing twice the amount of aircraft as before. Currently this optimization is planned to be added to the public version in February or March, in update after the next one.
 
We still have almost a year to go, but considering we have met all the milestones in time last year makes us confident that all Battle of Kuban will be released on time as well.
 

You can discuss the news in this thread


  • 75


#501477 Developer Diary

Posted by Han on 24 August 2017 - 22:17

 
Hello Everyone!
 
We approach the next milestone. Tomorrow we plan to begin testing if the release candidate version 2.012, which, as we said earlier, will include very significant innovations like:
- German twin-engined attack aircraft Hs 129 B-2,
- Kuban map;
- New technology of shadows with extended range, clarity and detail in the cabin and flexible settings;
- The updated flight model of all the aircraft of the IL-2 project, the planes will be more stable in the airflow, more properly respond to glide and a huge number of other changes in the flight physics;
- Improved morning / evening mist visualization;
- Improved visualization of armored glass on all aircraft of the project;
- Updated set of official aircraft colors Bf 109 F-4 and Ju 87 D-3.
 
Speaking of the plane Hs 129 B-2, it should be noted that this is an extremely interesting aircraft with many features. Firstly, this is the first twin-engine single-seat aircraft in our project. Secondly, it is equipped with French production air-cooled engines  Gnome-Rhone 14M, with automatically adjustable oil coolers and a constant speed screw (2750 rpm) with the possibility of manual direct control of the pitch of the screw and the mode of feathering. The airplane is equipped with flaps with a hydraulic smooth extending system, which includes a special metering cylinder for extending flaps right to intermediate take-off position.
 
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In the cockpit there is a folding armored seat for easy getting in the aircraft. The instruments for monitoring engine parameters are installed directly on engine cowls, outside the cabin. Front firing weapons of the aircraft are installed in the central part of the fuselage, behind the cockpit, and fire through special channels along the sides of the cabin. Despite the tightness, the configuration of the cockpit canopy provides the pilot with an excellent front-to-bottom visibility, which is extremely important for the attack aircraft. Collimator sight is installed very unusually - outside the canopy, in front of the armored windscreen, which is also unusual in itself because it has a curved shape with a multilayer structure. The "Revi C/12D mit Zieleinrichtung" gun sight is equipped with a special mechanical sighting device for level bombing at fixed altitudes and speeds; How to use it in detail is shown in the images below.
 
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Well, finally, this is the first aircraft in our project that carries 30 mm cannonin the form of an optional under-fuselage mounted gun MK 101 or MK 103. Also a under-fuselage gunpod with 4 MG-17 machine guns can be mounted, bringing the total amount of front firing weapons to 8 with a common rate of fire up to 9200 rounds per minute, and ammunition up to 6,500 rounds.
 
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In total, version 2.012 will be one of the most important milestones in the history of the Il-2 project. Of course, with so many changes, there may be some shortcomings that we weren't able to find during testing, but we hope that their amount will be minimal and will not hamper the pleasure that you will undoubtedly get in the process of getting acquainted with this update.
 
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You can discuss the news in this thread


  • 74


#494245 Developer Diary

Posted by Han on 28 July 2017 - 14:30

 
Hello everybody,
 
as you of course remember, one of the key new features of Battle of Kuban is the new gameplay mode - Career. In this mode, you'll build your character, a military pilot. His career will develop day by day in the chosen theatre of war. Each morning (except the days with non-flying weather), the plan for the day is set and the outcome of an each sortie influences your squadron (the pilots can be wounded, lost, the aircraft can be damaged, etc.). The player character will participate in some of the sorties, while the results of other ones will be generated automatically based on the overall frontline situation, how experienced the AI pilots are and which aircraft with what armament they have, weather conditions and so on.
 
At the end of the day, all pilots stats are updated and in the course of the following days, they could be awarded and advance in rank. When the player character becomes the regiment commander, new tools are given to him during the planning phase to assign other pilots to a mission, set up their aircraft, weaponry, fuel and plot the flight route.
 
One of the planned features of the Career mode are historically correct weather conditions for each day (averaged for the theater of war), squadrons positions and what aircraft they had. The daily tasks reflect what the squadron was up to during the set timeframe. Overall, this mode will let you learn more about the battle of Kuban (and Moscow and Stalingrad).
 
At the beginning of our work on the Career mode, we performed a huge research on squadron histories and the community helped us in this endeavor. In addition, we found almost all German squadron emblems. In Soviet tradition, the air force regiments didn't have emblems, so we decided to use their banners instead. Take a look at some of the emblems and banners you'll see in the game after the Career mode release:
 
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Note from Jason - A very special thanks to our friend Isaac aka 10.N./ZG1_SPEKTRE76 for his help in researching and creating the German squad emblems. We very much appreciate it.
 
Now onto other neat things. Since our map of Kuban includes a significant chunk of the sea, we decided to improve how various warships look in our engine. First, we used more complex materials for 3D models of the ships (some of the screenshots of them were published in the Dev Blog #164).
 
Second, since the torpedo boats were widely used in the Black Sea, we're developing the new torpedo tech. Anticipating a question you're probably going to ask, we're making the new tech suitable for supporting aircraft-launched torpedoes in the future. Such aircraft are not planned for Battle of Kuban, but it's possible that they will appear later, so we always try to make new technologies as universal as possible.
 
Third, we invested into improved physics, graphical effects and some other minor stuff for the ships. Here's a short video that shows the result (please note that the sound is WIP and not finished yet):
 
 
In the end, we can tell you that we plan to release the update 2.012 at the very end of August - as it turns out, it will be a humongous update with many very big and important additions that affect the entire project. It's too early to publish the complete change list since some of the tasks can take longer to finish, but at the moment everything is looking fine and we hope the update 2.012 will contain everything we planned for it.
 

You can discuss the news in this thread


  • 74


#419175 Please Read - A Heads Up on Update 2.006

Posted by Jason_Williams on 14 December 2016 - 03:25

Everyone,

 

We are in the final stages of preparing our version 2.006 update. This particular update has been a very tough one for our small team. It includes several big ticket features and content. We're talking about DirectX 11, Scripted Campaign, Ju-52 and Bf-109 G-4 plus lots of other small enhancements and new technology like German Paratroopers to support all this wonderful new stuff. We had planned to release it on the 15th, but it may get pushed back a few days. Regardless, please understand that THERE WILL BE BUGS in this release. They are simply inevitable with an update this size. We are already planning for a Hotfix afterwards so don't panic. So, if you see a bug, report it in a civil polite manner. The team has been putting in long hours and weekends to get this update ready for you so please be kind.  

 

This update is one of the most important this entire development cycle so we need your patience and understanding as we work out the kinks. We hope you enjoy the new features and content over the Holidays.

 

Now is a great time to pre-order Battle of Kuban because the first of it's planes are starting to roll off the assembly line as part of our Early Access program! 

 

GERONIMO!!!

 

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SUPPLY CANNISTER DROP

 

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Bf-109 G-4 LOVELY LADY BUMPS

 

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Jason


  • 73


#503128 Game Updates

Posted by Han on 29 August 2017 - 14:43

 

Dear pilots,

 
today is a real milestone for the project - we just released the 2.012 update, one of the biggest ones ever. We already told you in Dev Blogs what it will bring, but here's the quick overview.
 
1. New Hs 129 B-2 Collector Plane with many unique features and very varied weaponry.
2. Kuban map available in three seasons (Spring, Summer and Autumn). 120 thousands of square kilometers large (400 x 300 km), the biggest map in the new generation of IL-2 to date. Please note that the work on improving the AI is underway and it is not very proficient in mountain flying, we will work on it this Autumn. The map is huge, so we'll be fixing the issues that may be found in Early Access.
3. Updated FM for all aircraft. The total list of FM changes is very long, you can check it out below.
4. Together with the Kuban map, we're releasing many AI controlled ships: G-5, G-5 project 213 and S-38 torpedo boats, Type A landing barge, Type Щ (Shch) series X and Type IIB submarines, Soviet Type 7 destroyer.
5. Completely new shadow tech that allowed us to increase the shadows resolution in the cockpit, render outside shadows several times further, show the own plane shadow on the ground and make tree shadows more realistic.
 
Here's the complete change list:
 
1. Henschel Hs 129 B-2 Collectors Plane is added to the project and all Battle of Kuban owners can fly it now;
2. All three seasons of the Kuban map (Spring, Summer and Autumn) are added to the project and any owner of the sim can fly over them in multiplayer while Battle of Kuban owners can access them in any game mode;
3. The new shadows technology CSM was added to the game;
4. The new shadow quality option in the game graphics settings governs the shadows resolution, their visibility distance and which objects can cast shadows;
5. Thanks to the new shadow tech CSM, shadows in the cockpit became sharper at high quality settings;
6. Thanks to the new shadow tech CSM, all the cockpit objects cast shadows instead of just the canopy elements;
7. Thanks to the new shadow tech CSM, the aircraft shadow on the ground is visible from inside the cockpit at high quality settings;
8. Thanks to the new shadow tech CSM, object shadows are visible at twice distance as before at high quality settings;
9. Thanks to the new shadow tech CSM, trees now cast correct shadows on all objects;
10. The aerodynamics modeling of the aircraft tail became more detailed, resulting in MANY improvements and changes (the full list is available here):
Spoiler
11. Armored glass improved visually on all aircraft;
12. The effect of the wind on the bullets and other projectiles flight trajectory was corrected;
13. Ju 87 D-3 official skins were updated by the community enthusiast I./ZG1_Panzerbar (more details added);
14. Bf 109 F-4 official skins were updated by the community enthusiast III/JG2_Gustav05 (more details added);
15. Fw 190 A-5 main (default) camo was updated by the community enthusiast I./ZG1_Panzerbar;
16. Morning and evening fog was improved visually;
17. 'Blazing Steppe' campaign is now officially available in Spanish language thanks to the community enthusiast E69_Cananas who made the translation;
18. The Russian localization of the 'Blazing Steppe' campaign was corrected thanks to the community enthusiast MicroShket who proofread the text;
19. The AI gunners accuracy of the secondary German bomber groups in the 'Blazing Steppe' campaign increased significantly;
20. Formation flying of the most aircraft  in the 'Blazing Steppe' campaign improved significantly;
21. Difficulty level of the 7th and 14th 'Blazing Steppe' campaign missions decreased somewhat;
22. Subtitle displaying and Ju 88s dropping bombs was corrected in the 15th mission of the 'Blazing Steppe' campaign.
23. Soviet torpedo boat G-5. It's low weight of 17 tons and two aircraft engines allow it to go as fast as 100 km/h (55 knots). It is armed with two 12.7 mm DShK machine guns and two 53-38 torpedoes.
24. Soviet rocket boat G-5 project 213. On this model, torpedoes were replaced by MRLS that fired 24 M-8M 82 mm rockets.
25. German torpedo boat Schnellboot S-38. Weighing up to 100 tons and going up to 50 knots fast, it was armed with two 20 mm MGC 30 and Flak 30 guns and two torpedo tubes with up to six 533 mmm G7a torpedoes (one in each tube and four on the deck).
26. German landing barge Marinefährprahm Typ A (240 tons weight, armed with 88 mm SKC 35 gun and 20 mm MGC 30 gun.
27. Soviet submarine Shch-10 (type Shchuka, 'Shchuka' meaning pike). Surface displacement 578 tons, armed with two 45 mm 21-K guns, 4 bow and 2 stern torpedo tubes with 10 533 mm torpedoes.
28. Small German submarine U-Boot-Klasse IIB. Surface displacement 279 tons, armed with 20 mm MGC 30 gun, 3 torpedo tubes with 5 533 torpedoes total.
29. Soviet Type 7 destroyer  (1600 tons, up to 38.5 knots speed). Armament: 4 130 mm B-13-I guns, 2 76 mm 34-K guns, 2 45 mm 21-К guns, 2 twin 12.7 mm Colt machine guns, 2 12.7 mm DShK machine guns, 2 triple 533 mm torpedo launchers 39-Yu.
 
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Please discuss the update in this thread.

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#497565 Developer Diary

Posted by Han on 10 August 2017 - 16:00

 
Hello everyone!
 
Today we present you a small report on the progress of our "Battle for the Kuban" project. At the moment, work is almost completed on the improved flight models and work on the map of Kuban is also in the final stage. The Hs -29 B-2 ground attack plane will be finished in a couple of weeks. Its flight model and cockpit textures are being finalized and we will be able to present it to you soon. Work on the new shadow technology has been completed and settings for the increased quality has been added to the GUI. We’ve added an even sharper setting recently that allows the shadows in the cockpit to become even more detailed than what we showed you earlier. Also, the distance of the shadows in the landscape has been increased to twice as far. Thus, in total, depending on the field of view of the camera, the range of shadow rendering at the highest setting will exceed the existing one by several times. Of course, this setting is quite demanding on PCs, however, on top-end video cards, the FPS continues to be quite high with the maximized settings. For less powerful video cards there will be 4 more levels to adjust the quality of shadows. You can to choose the balance of image quality and performance that’s best for you. 
 
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We have also undertaken a very serious and effective effort to improve the visualization of the sea in all ranges - near, middle and far.
Work on the new "Career" mode is also in full swing. At the moment, the programming portion is 90% complete and the work on filling this new game mode of content has started. We expect that during the continued process of this work we will be able to create an interesting and fun Career mode for you with some other small technical improvements included.
 
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As the saying goes - A picture is worth a thousand words! So here is a small in-flight video over the Gelendzhik bay in which you can see some features of the Kuban map such as the improved sea visualization, new shadows in the cockpit and some others:
 
 

You can discuss the news in this thread


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#436564 Developer Diary

Posted by Han on 27 January 2017 - 18:35

 
Hello everybody,
 
another hard working week has passed. Since we finished physics optimizations for AI controlled aircraft, AI revision for all the planes in the game was mandatory. During this revision, their piloting and attack maneuvers were improved in many ways. As the direct result of this, update 2.007 will bring not only the double performance level of AI controlled aircraft (meaning that the same number of AI planes will require twice less CPU time), but also the improved quality of AIs - there will be a lot less jerky movements, AI handling will be more fluid.
 
Fw 190 A-3 physics revision is finished and will be included in 2.007 update as well.
 
Our artists have finished He 111 H-16 3D model and its weaponry is already recreated in the sim, including the German 13mm MG 131 machine gun which is new for our project. You can see the accuracy of its bullet flight modeling on the following graphs:
 
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The new He 111 H-16 looks even more interesting and deadly than its predecessor. The main advantage of its defensive weaponry is the fact that all its machine guns (excluding the nose gun) are belt fed. 13 mm belt fed machine gun firing both armor piercing and high explosive rounds is very dangerous for enemy fighters. The bottom fire pit with twin barreled MG-81Z machine gun provides a good defence in the lower hemisphere. Two bomb bay doors allow for a very large payload of small and medium sized bombs. Pilot cabin instrument panel alignment was also changed for a better view of the front hemisphere.
 
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In addition, we finished the Bf 110 G-2 development and start its beta testing today. This means that 2.007 update will bring this plane and other announced additions to your PCs prety soon.
 

You can discuss the news in this thread


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