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Han

1CGS
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About Han

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    Project manager

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    http://il2sturmovik.net

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  • Gender
    Male
  • Location
    Moscow
  • Interests
    Gaming Historical Reenactment

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  1. Han

    Developer Diary

    210 Hello everybody, The last month of Autumn has begun and we're preparing the next update for our three projects. We plan to release it in two weeks (doh!) or so and today we'll tell you about the upcoming additions. Of course, the stars of the show are FOUR new aircraft, two for Bodenplatte and two for Flying Circus. USAF P-47D-28 Thunderbolt is one of the biggest, powerful and menacing single-engine fighters of WWII. Its radial 18-cylinder engine with turbocharger, intercooler and water injection boost system enables this monster to reach 700 km/h at 7000 m altitude. Eight 12.7 mm M2.50 Browning machine guns with 3400 rounds total give a new meaning to the phrase 'spray and pray'. In addition, for strike missions, this fighter can be equipped with six unguided rockets and up to three 500 and 1000 pound bombs (225 and 455 kg). Being a late war aircraft, it has many interesting design peculiarities you'll be able to experience in the near future. Luftwaffe Messerschmitt Bf 109 K-4 "Kurfürst" is a glaring example of the inconsistency of the late war aircraft production in the Third Reich. This plane combines the newest weapon and engine technologies with maximum possible simplification and cost-cutting of the secondary systems. Its engines are a pinnacle of DB-605 line - standard DB-605 DB with water-methanol injection system and DB-605 DC with higher boost and power - and both of them will be available in our sim. Armed with 30 mm MK-108 gun and 13 mm MG-131 machine guns, it could also carry 250 or 500 kg bombs for strike missions (this is the first Bf 109 modification in our project that can carry a 500 kg bomb). It is interesting to note that this modification could retract its tailwheel to reach higher speeds - up to 715 km/h at 6200 m. Royal Air Force Sopwith Camel was one of the mainstay fighters of World War I. It was a contradictory machine, but in the right hands, it could face any foe. Carrying 168 liters of fuel (a very big reserve for its time), it could go on long patrols. This amount of fuel hampered its performance and made it hard to control and inert in a dogfight while full, but with about a half of fuel spent, the aircraft got a second breath and its horizontal and vertical maneuverability became on par with the best fighters of that time. Its two 7.69 Vickers Mk.I machine guns (late modification with the rate of fire increased to 750 instead of 500 and 745 m/s muzzle speed) were linked belt fed instead of fabric ones, reducing the misfire chance. It could also carry four 20 lb Cooper bombs. The Deutsche Luftstreitkräfte Pfalz D.IIIa was a second line fighter mainly used for escorting bombers and attacking the enemy balloons. It had very simple cockpit instruments because of the cost-cutting. Its one-and-a-half plane airframe (a design previously adopted by the French) was sturdy enough to sustain higher loads during sharp turns and dives. Its armament is standard for a late WWI German aircraft - two 7.92 mm Luftgekühltes Maschinengewehr LMG 08/15 (based on the original design of Hiram Maxim) with 650 RPM rate of fire and muzzle speed of 825 m/s, fabric belt fed. This fighter had an advantage of an excellent field of view, especially in the upper hemisphere. For Tank Crew - Battle of Prokhorovka project we plan to release 4 new player controllable tanks and the map of the southern part of the Kursk salient, but it will happen early next year. However, you'll see the new functionality being developed for this project earlier - it should be noted it will benefit not only the tankers but pilots as well. For instance, in the coming update, you'll experience the higher fidelity damage modeling for AI controllable ground objects such as trucks and tanks. Before, there was no difference where you hit a truck, but in the new system, each 'simple' vehicle has many types of simulated parts - wheels or trucks, engine, ammo rack, fuel tanks, driver, turret, main gun. By hitting a simple AI vehicle at these parts you can immobilize it or render it inoperable by damaging a turret or main gun if any. Statistics system will consider it destroyed if its ammo, explosive cargo or fuel tanks detonated or its crew was killed or its engine was destroyed or its suspension has been rendered inoperable (at least two wheels or tracks damaged). All this not only makes the tank missions more interesting but also increases the simulation accuracy of the ground attack missions for pilots. We also develop two scenario campaigns (USSR and Germany) for Tank Crew, each one containing 10 missions set in the second week of July 1943 near Prokhorovka. Another important change in the upcoming update is the adjusted logic used for scoring a kill. Previously, an aircraft was considered destroyed and a kill was awarded for it if it was damaged enough to prevent it from continuing the mission (for example, heavy damage of the controls, no fuel left, engine damage). Now, the 'aircraft lost' and 'kill awarded' events will be separated and their logic will be adjusted. An aircraft will be considered lost if its fuselage or wing at the base is broken, its pilot is killed or ejected. The victory, on the other hand, will be awarded if the scored hits were followed by the mission exit or disconnect in multiplayer, 'aircraft lost' event or the landing far from an allied airfield. Thus we motivate multiplayer players to try to reach a friendly airfield even if their aircraft is heavily damaged - even a hard landing there (as long as you don't break a wing at its base or fuselage) won't count your aircraft as lost and your enemy won't get the kill. We'll have other multiplayer improvements in the coming update as well: we have managed to find a way to synchronize weapon fire events on different multiplayer clients better, minimizing the total time of the delay to the total client-server-client ping and optimize the net delay compensation routines for transmitting aircraft positions and orientations. Server ping calculations will be also corrected - this is required for further improvements in the multiplayer lobby. Of course, we never forget about the singleplayer experience too - in the same update, we'll add 2-3 new mission types for Career mode, including Cargo airdrop and Free hunt. You can discuss the news in this thread
  2. Full news - here is a full text and visual materials
  3. Han

    Developer Diary

    208 Hello Everybody, This week our Executive Producer, Jason Williams, paid a visit to our Moscow studio. Of course, we have many discussions about potential ways of improving the project in the near future and more distant plans. We can't disclose what we're discussing yet, but when we'll be able to tell you we're sure you'll be surprised and amused by the new prospects. Meanwhile, we continue our current work and can show you some new WIP screenshots. First, the new late WWII German pilot for Bodenplatte: Second, here are the first in-game Pfalz D.IIIa cockpit shots: And third, here is a sneak peek from our partners, Digital Forms - these images show the 3D models of the PzKpfw IV Ausf.G and M4A2 "Sherman" powertrains: You can discuss the news in this thread
  4. Full news - here is a full text and visual materials
  5. Han

    Developer Diary

    207 Hello everybody, Today's Dev Blog will be a short one - we have a lot of work to do at the moment. Right now we're finishing five aircraft: Bf 109 K-4 and P-47D-28 for Bodenplatte, Pfalz D.IIIa and Sopwith Camel for Flying Circus and Po-2VS Collectors Plane. Two maps, Prokhorovka map (the map of the Southern part of the Kursk salient, to be correct) for Tank Crew and Western Europe map for Bodenplatte are also shaping up nicely. The engineer department continues their work on near-sonic aerodynamics required for late WWII aircraft. The interface is also being worked on - Marschal interface for multiplayer and tank (platoon) commander for Tank Crew. Speaking of more imminent changes, we plan to improve the in-game statistics and 'who gets the kill' logic in the next update. Today we can show you the in-game shots of Fw-190 D-9 Collector Plane: You can discuss the news in this thread
  6. Full news - here is a full text and visual materials
  7. Han

    Developer Diary

    206 Hello everybody, We're another week closer to our target. We've made good progress in Bodenplatte development - Koln (Cologne), Brussels and Charleroi buildings are already placed on the map. The size of the cities and their number required to invent and successfully implement the new development approach. It allows recreating the basic city layout without compromising the schedule and visual quality. Here are some screens: It should be noted that Flying Circus map and its cities will be created in the same way, so Lille and Amiens would look like this as well. Meanwhile, our development partners for Flying Circus project were also busy and today we can show you the first in-game screenshots of the fourth WWI aircraft that will be released, German fighter Pfalz D.IIIa. Both Pfalz D.IIIa and Sopwith Camel are already working in the game engine and we're waiting for their 3D models and cockpit texturing to be finished. You can discuss the news in this thread
  8. Full news - here is a full text and visual materials
  9. Han

    Developer Diary

    205 Hello everybody, Only two days have passed since the release of the big update 3.006, but the work continues according to the plan and today we can show you the new things to come for all three of our projects. First, detailed village buildings for Tank Crew - Clash at Prokhorovka are nearly finished (they will be placed in the area of the map where the most important engagements took place). The work on the tank campaigns scenarios is underway. Today we present you the almost final look of these buildings and later we'll show you the new tech we'll be using to simulate their partial destruction. Nearly all the latest tech available in our project have been used to create them: Another neat stuff we can show you today is for Bodenplatte - the late war U.S. pilot model is ready and our animator started working on it. This new model, just like the two pilot models made for Flying Circus, has been made at the new level of detail allowing for the even more realistic look - its textures and materials are four times more detailed than older models: WWI fans will get the new toys this Autumn too - we plan to add Sopwith Camel and Pfalz D.IIIa to Flying Circus Volume I. The work on the updated 3D model for Camel will be finished soon and here are its first pics in the game engine. Since it was one of the iconic aircraft of the first air war, this is important for us: You can discuss the news in this thread
  10. Full news - here is a full text and visual materials
  11. If anyone have had a problem with "hang up" Careers - try to delete \data\swf\il2\usersave folder and continue this Career. There is a great chance that it will be fixed.
  12. Han

    Game Updates

    Update 3.006 Dear pilots, The two next Bodenplatte aircraft are not yet finished, but we have decided not to wait for them and release the update that contains the results of our work since 3.005 release. There is a lot of changes, fixes and improvements, some of them are long-awaited ones. Many graphical effects were reworked and some new ones were added. Other fixes include Career mode, multiplayer, AI and collision system improvements. There is a new content as well - new modifications were added for Fw 190 A-8. The full change list follows: Graphical effects improvements 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 during flight effect adjusted; 15. Fuel leak effect on the ground added; 16. Water steam effect on the ground added; 17. Oil drops on pilot googles effect was added in case of engine damage; Simulation fixes and graphical effects fixes 18. The water hit effects no longer appear like ground hit effects; 19. Bug fix: He-111, Bf-110 and Pe-2 right engine hits won't damage the left engine cooling system anymore; 20. Bug fix: Spitfire Mk.VB/IXe oil radiator leak will stop when the left wing is lost; 21. Bug fix: Ju-88 A4 right supercharger hits will correctly damage it; 22. Bug fix: engine fire now correctly works on all planes; 23. Bug fix: damage of the engines far from the cockpit (and the oil leak on Spitfires) won't make the cockpit windows dirty; Other improvements 24. You can set the starting altitude up to 10km in QMB; 25. Projectiles now can be stopped by trees; 26. Fw 190 A-8 modification: removal of two 13mm MG 131. This allows to model the bomber variant of the plane; some Sturmjager modification aircraft also had tem removed; 27. Fw 190 A-8 modification: F-8 with a 1000kg bomb with reduced stabilizer; 28. Flying Circus German and Entente pilots are now animated; 29. German WWI pilot now has a parachute; 30. 30 mm and higher caliber guns can overheat (they couldn't before); 31. All guns fire dispersion differ while firing single shots and in bursts; 32. Burst fire dispersion corrected for Soviet fuselage mounted guns; 33. Burst fire dispersion corrected for German wing mounted guns; 34. While driving, AI now takes into consideration all nearby vehicles instead of the vehicles of its group only; 35. AI has learned how to control the advanced (player controllable) tanks, they can be used in missions; 36. The water in all water cooled engines boils at different temperatures depending on the altitude; 37. Fuel actually burns out in an event of a fuel tank fire; 38. Fuel tank fire intenisity decreases when all fuel is burned out; 39. Fire intensity directly affects the speed of structural damage; 40. Fuel fires are extinguished when an aircraft hits a water surface; 41. Mission generator toolset released (you can download it here and unpack into your IL-2 install if you want to try it); Other fixes 42. Simple vehicles (not controllable by player) physics modeling improved. They shouldn't 'fly' away from collisions as they sometimes did before anymore; 43. German aircraft of Bodenplatte timeframe carry bombs of a different color that was used in the late war; 44. German aircraft of Bodenplatte timeframe carry SD 70 fragmentation bombs instead of SC 50 which production was canceled in 1943; 45. Aircraft loadout tooltips adjusted; 46. Career: the game won't freeze when creating a character in certain squadrons at a certain time; 47. Career won't freeze in May 1943; 48. Career won't show incorrect days at the end of February; 49. Player wingmen won't be captured by the enemy if the player finishes a Career mode mission above the enemy territory; 50. The player marker shows the character name in Career mode; 51. A rare crash in multiplayer has been fixed (it could happen when Pe-2 series 35 lost its wing). 52. The game server and clients won't crash when a player controlled tank impacts the ground, for instance, after falling from a damaged bridge; 53. Multiplayer net packets won't slowly increase in size over time; 54. Multiplayer net packets now have their CRC checked, this should improve the data transfer stability; 55. Net load decreased by optimizing the data packets carrying graphical effects data; 56. Statistics system accuracy increased (this should fix the situations with unaccounted kills); 57. Minimum starting altitude in QMB on Novosokolniki map has been increased to 250m; 58. Sharp texture changes were corrected on the Stalingrad map near Golubinsky; 59. The pilot won't be injured by the wing fuel tanks fire on Bf 110 E2, Bf 110 G2, P-39L-1 and Yak-7B series 36; 60. A rare crash has been fixed (it could happen when Pe-2 series 35 detonated after hitting the ground). 61. Bomb doors handle on He 111 planes is now animated; 62. Broken window in the lower cockpit fixed on He 111; 63. Fw 190 A-8 right WGr.21 launcher arming lamp now works; 64. On Fw 190 A-8 with F-8/G-8 mod the 20mm guns stay on the same fire trigger with MGs; 65. Radiator assist on MiG-3 and IL-2 won't overcool the engine at high altitudes; 66. Pe-2 series 35 upper turret correctly shows ammo left in HUD; 67. Yak-7B altitude mixture controller corrected; 68. Coolant overheat warning in technochat corrected; 69. Damage system performance optimization should decrease the CPU load; 70. Radiator assist closes or opens radiators in a more smart way; 71. Fokker Dr.I and SPAD 13.C1 durability are back to RoF values. Please discuss the update in this thread.
  13. News on 3.006 update, full text You can ask new questions in this thread
  14. 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.
  15. 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
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