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Han

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About Han

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    Project manager

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    http://il2sturmovik.net

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    Male
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    Moscow
  • Interests
    Gaming Historical Reenactment

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  1. Just checked right now: &enabled=1 // =1: turn on the autologin &loginOffline=0 // login mode, =0: online, =1: offline &login=*** // your login (e-mail) &password=*** // your password &autoIngame=1 // =1: start mission without plane settings &missionSettingsPreset=2 // =0: custom difficulty settings (last stored), =1: normal dificulty preset, =2: expert difficulty preset &missionPath=Missions/BoK/A-20B - Airfield Attack // mission path to be loaded works ok.
  2. Han

    Developer Diary

    204 Hello everybody, Another week has passed and our Bodenplatte development progressed neatly during this short time. First, we have finished reworking the graphics effects system we told you about last week: 1. Fire effects improved for aircraft and ground vehicles, more dynamic and detailed; 2. Fuel leak effects improved (less noticeable, but more realistic); 3. Damaged engine exhaust effects improved (less noticeable, but more realistic); 4. Tracer smoke effects improved (more smooth and realistic); 5. Wingtip trails effects improved (more dynamic, less apparent beginning); 6. Water hit effects improved (more realistic); 7. Aircraft and vehicle hit effects improved (more difference between AP and HE ammo, more realistic, added debris); 8. Bomb detonation effects improved for 250kg + bombs, additional flash effect; 9. Water steam effects added for twin water radiator aircraft (Bf-109, Ju-87, Spitfire Mk.IXe, Pe-2); 10. Water steam overheating effects added; 11. Wrong mixture exhaust effects added; 12. Wood hit effects added for WWI aircraft; 13. Gunfire smoke effects added; 14. Oil leak effect adjusted; 15. Fuel leak effect on the ground added; 16. Water steam effect on the ground added. Second, we have revisited the gunfire dispersion model and performed additional research on the historical documents covering the fire dispersion depending on the gun mounting. There are no new sources, but we have re-analyzed our approach and one problem became apparent - some sources provide fire dispersion data for single shots while others have data for short bursts. For some aircraft, the sources provide dispersion data for both cases - this allowed us to build a statistical model for single/burst fire dispersion ratio. Having updated the dispersion model, we're now able to tune the fire dispersion separately for single and burst fire. Of course, we've taken into account the fact that even when you fire a burst, the first projectile has the fire dispersion of single shot while the subsequent ones deviate more because they are modeled as shots in a burst. The fire dispersion increases with the gun temperature as before. In the most cases, the fire dispersion has been already modeled using the burst fire data, so the changes in these aircraft will be hardly noticeable when firing in bursts, but the single shot dispersion will be lowered greatly: 2-2.5 times. On the contrary, the Soviet fighters were set up using single fire data before so now their fire dispersion will be increased 2.11-2.86 times depending on the gun and aircraft (this isn't that much at the effective fire distances though, see below). In addition, thanks to this research, the single fire dispersion of the heavy 30 mm and 37 mm guns has been slightly lowered while the burst fire values stayed the same. It should be noted that all these changes (applied to each aircraft independently) gave the overall effect of reducing the difference in the fire accuracy among the different planes (for fuselage mounted and wing mounted guns that are close to the fuselage). Excluding the rare exceptions, the fire dispersion for non-overheated guns is 0.66-0.95 thousandths of distance. At the effective fire distances, this results in the fire pattern of around 1 ft or slightly more. Surely, we have worked on the other parts of the sim as well. One month ago we could show you the 3D model of Me 262 without textures and a couple of weeks ago you saw the cockpit of P-47D that was untextured too, but today we present them to you in the game engine - the artists haven't finished the texturing and materials yet, but they are almost done. What can we say - while P-47D-28 cockpit is a bit overwhelming with all the details, instruments, controls and various information plates, the jet aviation pioneer Me 262 looks strikingly beautiful in the air. Here they are: You can discuss the news in this thread
  3. Full news - here is a full text and visual materials
  4. Han

    Developer Diary

    203 Hello everybody, Today we'll tell you a bit about what awaits us (and you) in the near future. First, we plan to publish the new update soon, at the end of this month or at the beginning of October, that will bring numerous fixes and improvements for the existing stuff - Career fixes, multiplayer stability in tank missions, corrected German bombs for 1944 timeframe and new Fw 190 A-8 modifications we have covered in the previous Dev Blog. In addition, our programmers managed to improve the collision detection between various vehicles and objects without compromising performance and fix bugs, also, trees will stop or divert/slow projectiles. The graphics will get the attention as well - you can see some of the reworked graphical effects on the following screenshots: New Bodenplatte aircraft, Bf 109 K-4 and P-47D-28, will be released to Early Access later this Autumn. New Po-2 Collector Plane and two WWI aircraft for Flying Circus Early Access, Pfalz D.IIIa and Sopwith Camel, will follow before the end of the year, provided we don't run into unexpected problems. Meanwhile, we're also working on the new Marschal mode for multiplayer which should make it more interesting and refreshing for all multiplayer oriented users of our projects. New tank models take a lot of time to develop, so Tank Crew customers will get their new toys early next year, but it looks like they'll get a lot of other stuff in a short time frame starting with the map of the Southern part of the Kursk salient (see Dev Blog #195) and continuing with animated tank crew members (ETA: Spring) and their AI capable of controlling the new playable tanks (the work on it has already started). This will make possible to create the missions where the player tank will be a part of the unit fighting against the enemy tanks s which will have the same high level of modeling detail. The main tank systems and damage modeling should be finished before Summer. The work on the additional UI for tank and unit commanders has started too. And of course, there will be new tanks - our Saint-Petersburg based partner, Digital Forms, plans to have 4 of them ready before Spring: Lend-lease M4A2 Sherman; T-34-76 mod. 1943 made by factory #183 (most probably, we're still researching the exact variant); PzKpfw IV Ausf.G made during Spring 1943 with additional armoured sheets (Schürzen); PzKpfw III Ausf.M also with additional armoured sheets. Today we can already show you the early WIP screens of it: You can discuss the news in this thread
  5. Full news - here is a full text and visual materials
  6. Yes, towns on BP map will be damageable, during the mission or initialy by mission design.
  7. Han

    Developer Diary

    202 Hello everybody, While, as you know, we're working on several projects at once, today we'll tell you about our the current main one - Bodenplatte. The most important new tech we're developing for it is the FM improvement to take into account the air compressibility and its influence on the aircraft stability and handling that is noticeable at high speeds. The late war aircraft are a pinnacle of the piston engine technology and they can approach the sonic barrier, especially in a dive. And of course this new tech is paramount for our first jet - Messerschmitt Me.262 'Schwalbe'. You may have wandered will the new tech work for the existing aircraft released before - it certainly will, we always update all aircraft to take advantage of the new tech so they all have the same modeling fidelity. Meanwhile, our artists are working on several 3D models simultaneously (some are nearly complete and the work on others has just begun): Bf 109 K-4, Me 262 A-1, P-47D-28, Fw 190 D-9, Hawker Tempest Mk.V and P-51D-25. We also decided to improve the recently released Fw 190 A-8. It will be able to carry 1000 kg SC 1000 bombs with reduced ring stabilizers and "M8 Panzerblitz 1" HE rockets and you will be able to remove the nose-mounted 13 mm MG 131 machine guns, resulting in four different modifications of this plane: Fw 190 A-8 (fighter) Fw 190 A-8 Sturmjäger (better armoured interceptor) Fw 190 F-8 (attack plane) Fw 190 G-8 (fighter-bomber) So, while it may appear we have only one Fw 190 A-8 in the sim, in fact, you'll have 4 different modifications. This is also true for many other aircraft - in one of the coming Dev Blog releases we'll compile the complete list of aircraft including the possible modifications. Since the words are best followed with visuals, today we can show you the WIP screenshots of Messerschmitt Bf 109 K-4 'Kurfürst', Republic P-47D-28 'Thunderbolt' and Focke-Wulf Fw 190 D-9 'Langnasen-Dora': Our map designers also have something to show you today. In Dev Blog #193 we presented the early European map prototype. At the moment, th designers are working on the road network and settlements. The total amount of settlements will be around 300 including so many towns we have never modeled on one map before. To be able to finish this work in time while modeling the general layout of the cities and towns the special settlement block designer tool has been created. This is a small teaser, a Western European town made using this approach (this is not a particular historical town, but a test layout): You can discuss the news in this thread
  8. Full news - here is a full text and visual materials
  9. Han

    Developer Diary

    201 Hello everybody, Today's Dev Blog is dedicated to the development made in our community. -DED- online squadron worked on implementing the online campaign functionality as an addition to our multiplayer mode for some time now. You can already play the working campaign on their server. Having accumulated a ton of experience on this matter, -DED- team decided to share it with other community members - perhaps this would be a good incentive for other multiplayer enthusiasts. So here is their guide: How to make an online campaign The biggest challenge in fan-made online war-like projects comes from the lack of volunteer and qualified human-hours to create a required software. Thankfully, the possibilities included in IL-2 Sturmovik help remedy this - and we’ll tell you about exactly that. This will be a general overview since we’d like to explain you the general direction of where you should look. To create an online campaign, you’ll need the following tools: 1. Mission editor (available to everyone; chances are you’ll also need rcon and resaver utilities found in the bin folder of the game as well). 2. Mission templates editor (it can be obtained from the developers if you’re serious about hosting an online war server and are willing to sign the NDA). 3. Mission generator (obtainable by NDA, see above). 4. Commander utility (this piece of software should link your missions together, this is what you need to code yourselves because there is no ‘out of the box’ solution). 5. Statistics website (you can use the one made by Vaal or create yours). Leaving commander utility and statistics completely to you and assuming you have experience with the mission editor (this is required) we can tell you about template editor and mission generator - how they work in general and how we use them to run our ‘Random expert’ server. As you can tell from the names of these utilities, template editor (let’s call it t-editor to differentiate it from mission editor we’ll call just editor) and mission generator (just generator from now on) can create the missions automatically, saving you from untold hours of manual work and allowing for good variability of the online missions. It’s important to note that by variability we don’t mean ‘generating a new mission using the results of previous ones’ (this should be handled by you commander utility), but randomness using the variants included in the mission template. To make it clear, ‘random’ in this guide means a random variant chosen from pre-made variants you have created. You can define the random limits yourself and we’ll show you how. Let’s look at this simple chart: Therefore, to create a mission the generator needs to have: 1. Location database that defines the possible placement of the mission objects (it is created in the editor). 2. Groups - these are the ‘bricks’ the mission is made of - created in editor as well (a group can contain a single unit or many ones and their links). 3. Mission template - here you define the rules how the ‘bricks’ can be arranged and link them (it is done in t-editor). 4. Several files (cfg, ini, dat) that define the mission building parameters (described in detail in File structure). We don’t include here ‘on-the-fly’ changes in the database, groups or template that your commander utility will be making (you’ll need them to create an online campaign, be sure of this). However, these components are just plain text files so you our your programmer(s) won’t have trouble working with them. It should be noted that: l While creating a database you need to understand what will be placed in the locations you are adding, how these objects should look and how the mission will play (an airfield shouldn’t be placed in the river, a decoration shouldn’t block a road, etc.). It may be worth it to think about the groups placement rules in the template in advance to make it easier for yourself and simplify the template; l While creating groups you need to think how they will be linked and how the mission will function as a whole (MCU logic in the mission editor, a desirable scenario); l Finally, while creating the rules in the template, you need to keep the mission and locations database in mind so you won’t make a mistake in the random limits (to avoid things like red airfield in blue territory unless you specially want to do something like this). To summarize, everything is interlinked. ***** Now let’s take a closer look at the mission components. Locations database Its elements are located in the mission objects library in the editor. This database defines the possible locations on the map for placing groups or objects, their types and orientation (only for static placement, dynamic is provided by the template). In the editor menu called location database you can export the database to a text file that can be converted into a format the generator can open using the special utility (under NDA), import a previously saved database into the map and combine separate databases into one. You can also filter out different object types to make your work and search easier. Location database preparation is a boring work, but if you have planned the gameplay of your campaign in advance well, you won’t have to return to this step in the future. Groups Since we assume you are familiar with the editor, let’s concentrate on the differences between groups in regular, manually created missions and groups intended for generator missions. These differences include the use of helper objects and operation peculiarities (while working with decorations). Helpers are special class of editor objects. 1. Reference point defines the group placement in a mission, its position is the same as the center of the location assigned to the group while the location, rotation and altitude are specified in the mission template. Reference point is required for any group. 2. Output, Input - these are like ‘male’ and ‘female’ connectors that allow to connect groups in the mission template using target and object links, events and reports. After processing in generator, this results in the final mission logic. The names of these helpers are important to avoid confusion while working in t-editor. In addition, the names of the object link connectors should begin with OBJECT, but this is more related to t-editor usage. 3. Dynamic - this helper specifies the object properties (an entity or MCU) in a group that can change dynamically from one mission to another by rules defined in the template. Clear names make your life easier, just like connector names. This helper allows making universal groups and make the missions variable with more randomness - for instance, a group of T-34 tanks created in the editor may become a group of KV tanks or even Opel trucks in the resulting mission depending on the template properties (see Mission template). 4. Preset description - groups with this helper will contain your mission briefings: main and secondary task descriptions and anything else you want to include in the briefing. The generator will use these texts to create the mission briefing automatically. 5. There are other helper types, but it’s likely you won’t need them. Decoration and coordinate groups Since the engine of the game doesn’t allow to change ‘nationality’ of the decorations dynamically, the groups containing decorations that can change during the course of the campaign need to be prepared in two variants, ‘red’ and ‘blue’. Moreover, some of these groups should be placed at a certain place on the map (airfields, railway stations, bridges, etc.). Such groups need to be specially named and listed in the generator settings file (see File structure). Neutral and static (that won’t change) decorations are fed to the generator in one special group, which doesn’t have a reference point unlike other ones but should be listed in the generator settings file and it needs to be converted using a special utility (NDA). Mission template The template is the main build instruction for the generator. It defines all the groups in a mission, their placement on the map, their connections to each other and the randomness you can add. It is created by t-editor which is essentially a graph editor that allows you to set it up in a natural way. You can alter unit type, coalition and properties in a group (and make them random), change MCU properties, set up orientation, distances or ranges for objects and groups. T-editor is a powerful tool: both the older campaign mode and new career mode in the game were created using it. File structure To make everything work as intended you need to be familiar with the file structure of the career/campaign files in the game. The excellent unGTP--IL2 utility made by AnKor that unpacks the game resources will help you. Take a look at Scg.gtp file first - it contains the files required for mission generation. Having it unpacked, you’ll get the new folder named Scg containing subfolders with numerical names - each one of these corresponds to one of the theatres of war (or one of the maps) in the career mode or quick mission builder. The t-editor configuration file TemplateEditor.ini is located there as well. Let’s take a look at the subfolder ‘1’ which in our case contains the Stalingrad part of the Random expert server (in the game it contains the files for QMB on winter Lapino map, but we can use it for another purpose since the generator will use unpacked data as the primary source and ignore the files in the pack). Let’s list the file in the order of importance (only the required ones, there are more of them but they have self-explanatory names usually). TemplateEditor.ini - it defines where the t-editor should look for the groups for the current template. It contains links to the theatre of war, to model and object files, to the file containing the list of the coordinate groups (see blocksFolder.ini), to folders and subfolders of the groups themselves. You can alter only the theatre of war number to work with the different ones (if they have the same internal structure of course). Blocks_quickmission folder contains all the groups the generator needs to build a mission. The name of this folder is kept as it is in the game, but it and its subfolders can be renamed if you want (but don’t forget to change the t-editor .ini file accordingly). I18n folder contains the localized texts for mission names (briefing.cfg) and date, time and weather info (template.cfg) which the generator will add to the mission briefing along with their values from defaultparams.dat file (see below). Templates folder contains the template files which you can order as you want (the name of a template is included in the command prompt when you launch the generator). Actions.cfg file contains the rules that apply to the groups in the template and that are passed to the generator. The names of the variables are stored in defaultparams.dat (see below), you can add your own variables for specific tasks. Let’s take a look at a simple example - say, we need to make sure that a group of ships won’t appear during the winter season without making extra template. We specify the rule ‘delete_ships’ in t-editor and add the following lines to action.cfg: Action { Name = "delete_ships"; Comment = "Deletes object in phase, if condition is true for object."; NoHelper = 1; NeedCondition = 0; Complex = 1; Import = 1; Format = "no params and conditions"; Add { Action = "delete_object();"; Condition = "if($wtype<35);"; } } Here $wtype is the name of one of the variables in defaultparams.dat which specifies the weather preset, 34 is the last winter time preset in weather.cfg (note that we specify the rule so it will work for any preset which number is less than 35). BlocksFolder.ini file contains the list of all the coordinate groups in the game with the links to the folders of these groups and each group in particular in the following format: block = "z_!(index_number)","!x(x_coordinate)z(z_coordinate).Group" Attention: all the groups that have strict map coordinates should have such names (example: !x16500z156000.Group). These groups should be stored in separate subfolders since ‘red’ and ‘blue’ variants will have the same names. Countries.cfg file specify the coalitions in the game, you won’t need to change it. Defaultparams.dat is the main configuration file for the generator. All parameters a player selects in the game interface in the Career or QMB mode is included in this file in case of an online campaign. It needs to be created, since there is no such file in ‘1’ subfolder by default. Your commander utility should alter this file to progress the campaign. Here’s an example from our Random expert server (summer Stalingrad): //it’s required to begin with an empty line $author = 72AG-DED- //if you open the resulting mission in the editor, you can see this in the ‘author’ field $date = 01.05.1942 //mission date $forests = graphics\LANDSCAPE_Stalin_s\trees\woods.wds //path to various required map files $guimap = stalingrad-summer-1942 //path to various required map files $hmap = graphics\LANDSCAPE_Stalin_s\height.hini //path to various required map files $textures = graphics\LANDSCAPE_Stalin_s\textures.tini //path to various required map files $mapId = graphics\LANDSCAPE_Stalin_s\height.dat //path to various required map files $language = rus // default language in the editor $loc_filename = base.ldf //path to location database $missiontype = 2 //mission type in the editor, 2 means dogfight $playercountryid = 101 //default player coalition ID, important for working with templates $seasonprefix = su //season (su - Summer) $period = 5 //Custom variable added to specify the mission plane set for a given date, the corresponding rules are set up in the template and in actions.cfg $sunrise = 05:45 //Sunrise time (important for searchlights) $sunset = 19:56 //Sunset time (important for searchlights) $temperature = 12 //Air temperature in the mission, visible in the briefing $time = 11:06:53 //Mission start time visible in the briefing $winddirection = 225 //Wind direction visible in the briefing $windpower = 1 //Wind speed near the ground, visible in the briefing $wtype = 42 //Weather time preset, the corresponding weather description will be displayed in the briefing (see i18n folder) $xposition = 230400 //This is the reference coordinate also included in the template, everything in the mission is relative to it. You can place it anywhere if needed. $yorientation = 0 //Same as above. $zposition = 358400 //Same as above. $xtargetposition = 115200 //Second anchor point coordinate, similar to above. $ztargetposition = 179200 //Same as above. $tvd = scg\1\ //Path to the theatre of war folder. $overlay = scene.Group:none //Path to the file containing the main decoration; ‘none’ means the generator should leave it ‘as is’; in theory, the generator can cut the decorations outside the specified radius, but in our missions we use the entire map and don’t use this option. You can learn about the additional mission generation parameters from mgen.log file having the logging turned on in data\startup.cfg file. Models.cfg and Objects.cfg files contain the lists of models and objects names usable in the current theatre of war. Usually you don’t need to alter them. Base.ldf.ldb file is the location database converted for the generator (it can be named differently); the source location database created by the editor should be placed next to this file (base.ldf and base.ldfbin files). Please note that you can use several databases for one theatre of war, just put them in a different folder and make sure to set up the correct paths where needed. Scene.Group.lgb is the main decoration for this theatre of war converted for the generator from the source file scene.Group. It can be put in a different folder and renamed as well if needed. Weather.cfg contains the list of the weather types. You can edit it ti remove the weather presets you don’t like (for instance, overcast ones). ***** Therefore, having learned how to use the mission editor and the file structure of the offline career and/or QMB modes, you can ask for the t-editor and generator, which will reduce the amount of work you need to do to make an online campaign two times, if not more. Good luck! --- You can discuss the news in this thread
  10. Full news - here is a full text and visual materials
  11. Han

    Developer Diary

    200 Hello everybody, The time flows and significant changes in our main project, Bodenplatte, are on the horizon. Lead engineer Andrey Solomykin has started the huge chunk of his planned work - air compressibility modeling at high speeds which is a must for the late war period when the aircraft speeds approached the sonic barrier. At the same time another engineer, Roman Kovalenko, is modeling a new device type in our project - turbosupercharger. The main difference between a turbosupercharger and other superchargers we already modeled in other aircraft is the fact that it is powered not by the engine shaft, but by the turbine which is rotated by the engine exhaust. Therefore, the manifold pressure created by the turbosupercharger at different engine modes has a much more complex formula and requires a much more complex physical model. The first aircraft in our sim that will have this device is P-47D-28 Thunderbolt. In the next update, we plan to improve numerous aircraft graphical effects and make minor improvements to the netcode. Meanwhile, Pfalz D.IIIa and Sopwith Camel are being developed for Flying Circus Volume I, the work on new WWI pilots animations has also started. For Tank Crew, M4A2 "Sherman" and Pz. IV Ausf.G are in the works. Both of these tanks have interesting peculiarities and we hope to model most of them in the sim. Today we can show you the first WIP screenshots of one of them. In addition, the work on the detailed buildings for Prokhorovka map will be finished soon. We begin the AI development for player controllable tanks and will start the work on implementing additional tank systems and their damage modeling, tank commander functionality and tank radio communications. You can discuss the news in this thread
  12. Full news - here is a full text and visual materials
  13. Han

    Developer Diary

    195 Dear Pilots and Drivers! We start this Dev Blog with a somber reminder that 77 years ago, on June 22, 1941, German troops, under the control of the Nazi regime in Berlin, launched the largest invasion in the history of warfare. They crossed the Soviet Union border in a surprise blitzkrieg attack obliterating the non-aggression pact signed between Germany and the USSR. This escalation of WWII would forever change the history of the USSR and the rest of the world. Modern history still to this day is divided into 'before' and 'after' the war. The German war machine was powerful, effective, modern and technologically advanced. Its soldiers were highly motivated and exceptionally trained. Operation Barbarossa was planned by the best minds of the German general staff. The plan was for three army groups, 'North', 'Center' and 'South' to smash the USSR in just 5 months with the help of the cavalry of the new age - the air force. This outcome may have seemed inevitable if not for the tenacity of the Soviet people and military. Surprisingly for the German High Command, as Barbarossa rolled on and early victories showed Soviet unpreparedness, the Soviet resistance began to stiffen and harden with each passing day. The Soviets withstood the initial, most powerful impact of the enemy with grim determination. This determination and composure turned into a shield and spear that would eventually stop and kill the enemy. We all know the price of this victory - there was no family untouched by the war, countries were destroyed, cities turned to rubble, tens of millions of people killed and millions of children became orphans. The price was hideous and we can't forget it because our ancestors live in our memory. We hope such an event never happens again. This price wasn't paid in vain - the modern world as we know it comes from the great joint victory over Nazis. The victory which wasn't possible without the blood of the Soviet people, which begun on this day, June 22, 1941. This new project of ours is our tribute to this memory. We tell about the machines of WWII and the fighting in the skies above its battlefields. And starting this year, we'll also tell you about the fighting on the ground. We'll begin with one of the most famous and critical battles of the war - the battle of Kursk. In 1943, the Wehrmacht gathered all available forces, which in 1943 were still considerable and far from defeated and attempted to turn the tide of the war after the setbacks in 1941 and 1942 in one coordinated all-out assault. It can't be said that this attempt was entirely hopeless, the German forces nearly broke through the last lines of defense, but the Red Army held and counterattacked. And with that, the final outcome of the war became clear. The symbol of that battle, of course, is the armored combat machines that defined the battlefield – TANKS! Tanks alone are little more than expensive metal heaps without their human crews. This new project - Tank Crew: Clash at Prokhorovka - is dedicated to the crews who bravely went to battle in them. The action in Tank Crew: Clash at Prokhorovka will take place in 100x100 km area around Belgorod, including the place where the greatest tank battle of all time was waged, near Prokhorovka village. You can see that the map size is smaller than in our other projects, but we made it smaller on purpose to use our recently developed landscape detail scaling technology. This tech will make the landscape wireframe 16 times more detailed than our usual maps that are designed for aircraft engagements. While being smaller than our other maps, this map size is still unequal among tank sims. We don't do this just to boast about it either - the size of our map makes joint multiplayer with tanks and aircraft possible on the same multiplayer server. In addition to 16 times more detailed landscape, we also implemented the knock-over-trees tech which in some aspects is more advanced than in competing titles. The terrain texturing has also been improved to make creating believable settlements and villages possible. The settlements also required new tech advances because this project is focused on tanks, so we have implemented more detailed building damage modeling. Of course, we can’t get carried away, because populating all settlements and big towns with detailed damage model buildings won't be feasible from both development resources and sim performance standpoints. The bulk of the map will be populated like on the regular maps while the historically important areas where the major tank engagements happened will have the new detailed buildings. This will make ramming the buildings possible by the way. As you can imagine, the area of the Prokhorovka battle will be one of these highly detailed areas. The size of just this area is comparable to the full size of the map in some tank games. Now let's list the tanks that will be made for the project, it is called Tank Crew after all. There will be 10 armored vehicles and two Anti-Aircraft vehicles: 1. T-34-76 model 1943 2. KV-1s 3. M4A2 4. SU-122 5. SU-152 6. GAZ-MM + 72K 7. PzKpfw III Ausf.M 8. PzKpfw IV Ausf.G 9. PzKpfw V Ausf.D "Panther" 10. PzKpfw VI Ausf.H1 "Tiger" 11. Sd. Kfz. 184 "Ferdinand" 12. Sd. Kfz. 10 + Flak38 For this project, we performed historical research on the construction of these tanks and their equipment and weapons for exterior and interior 3D modeling and texturing. Part of our team is working on improving the engine, making the physical tank models and their damage modeling, creating the map and improving the user interface for the tank crews. We've managed to set up the joint workflow with our development partners so Tank Crew development doesn't affect the progress we're making on our other big project – Battle of Bodenplatte. We can tell you a bit about the gameplay already. The player will be able to occupy one of the four stations: - Tank commander - Driver - Gunner - Radioman/MG gunner The required support for drivable tanks and vehicles has been created in advance. All our customers should try the existing two tanks, T-34 and Pz. III. Now we're improving and expanding this support, and one of the most important directions of this improvement is making the damage model of the tank and its systems more detailed. We'll also improve the ground vehicle AI so it will be capable of controlling detailed tanks, the ones that human players control. This is required for single player - you'll be acting as part of tank squads or companies. For each side we plan to create a Scripted Campaign consisting of several missions connected with a single story, telling about the historical events of this battle. As we see things now, the Tank Commander role is shaping up to be the most interesting one - you'll be able to command your crew, give orders to your unit as a whole or any particular tank under your command. On Expert difficulty level, you'll do all this from your seat inside the tank relying only on the visual information which has been possible to obtain in real life. Players assuming the role of a driver will notice the realistic tank movement physics that includes the complex interaction of the tank tracks (or wheels for a car) with the ground, engine and transmission, resulting in realistic dynamic characteristics of a given tank or vehicle. Since we are not only a simulator, but also a game, it will be possible to control this complex dynamical model with simple input devices. The gunner will operate the realistic optical gun sight. We have performed significant research to model the ballistics of all the rounds used in these tanks. At the moment we plan that it will be possible to use 5 round types: AP, APHE, APCR, HEAT and HE (it's likely you know what these mean if you're interested in tank warfare). The types available will be historically accurate, for instance, the 76mm HEAT round was forbidden to use in 1943 because of the many cases of its premature bursting in the barrel, or there were no solid AP rounds for German guns, they used APHE. All MGs installed on the tanks will be accurately modeled as well. The Radioman/MG gunner will operate his MG most of the time but losing a radioman will prevent you from talking with other tanks of your unit. The loader will be also modeled, but he will be controlled by AI. We plan to start the Early Access program for Tank Crew: Clash at Prokhorovka as early as this July. Of course, we'll have only a small bit of the final product available at the start. The official release date is more than one year ahead in the future, but early adopters of Tank Crew will have something to play with: - Highly detailed (exterior and interior) KV-1s and PzKpfw VI Ausf.H1 "Tiger" tanks; - Nearly complete physics model of these tanks; - Detailed ballistics model for 50mm, 76mm and 88mm rounds; - Ability to occupy any tank station (tank commander functionality won't be ready, but you'll be able to take the commander seat); - Numerous improvements to other game functionality which will improve a ground vehicle gameplay. Well, as they say, a picture is worth a thousand words, but here is a bunch for several thousand words! You can discuss the news in this thread
  14. Full news - here is a full text and visual materials
  15. News on 3.004 update, full text You can ask new questions in this thread
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