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Han

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  1. Han

    Game Updates

    Update 4.005 Dear friends, The IL-2 Sturmovik team is happy to announce that another, very big and important milestone in the evolution of our project has been reached and its result is ready to be downloaded to your PCs. This time the update doesn't bring new content since the development of the new Normandy project is at the very early stage. However, it contains an enormous block of changes paramount for the IL-2 as a combat flight-sim, namely the aircraft damage model and munitions damage calculations. Earlier we have published several Dev Blogs dedicated to these changes, where they are covered in detail and how they affect the gameplay. Additionally, the external textures of four previously released aircraft are now available in 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. 4 additional ground vehicles were added to the sim - two ambulances and two fuel trucks. And a new language has been added to the game - Simplified Chinese! Well, at least most of the sim is translated, some parts will have to wait. More on that below. But of course, this is not quite all we have done. The change-list contains a whopping 140 changes - this is the all-time record for our project! There are numerous improvements to the aircraft simulation, aircraft models, player controlled tanks (Tank Crew) and artificial intelligence (AI). The causes of several important issues we weren't able to reproduce previously due to their rarity and randomness and thus fix before were finally found and fixed. The full list contains many other improvements and fixes as well. Take a look: Main features 1. MiG-3 series 24 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 2. Pe-2 series 35 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 3. Pe-2 series 87 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 4. Bf 109 G-4 exterior textures, including damage, are in 4K quality now thanks to Francisco =BlackHellHound1= Bindraban; 5. Binoculars have been added for tank commanders (press LCtrl + 5); 6. GAZ-55 ambulance vehicle added; 7. BZ-35 fuel truck added; 8. Opel Blitz ambulance vehicle added; 9. Opel Blitz Tankwagen fuel truck added; 10. New language added - Chinese Simplified (简体中文). The career mode is not yet completely translated since the newspaper articles and some squadron histories and award descriptions are in English (they are not necessary for playing though). The Chinese symbols in the pilot name won’t work sadly due to the technical limitations in the mission file format. Aircraft Damage Model Improvements 11. All aircraft got the new, significantly more advanced version of the airframe damage calculations: each aircraft has its own geometrical sizes of the airframe parts and the material types while the damage calculations take into account the peculiarities of the AP, blast and fragmentation damage; 12. A complete rework of aircraft skin damage calculations has been done and it now takes into account the projectile caliber or its HE capability: now AP ammo and bullets damage the aircraft skin to much lesser extent than HE ammo while ramming an aircraft with a propeller of another instantly causes severe aircraft skin damage; 13. Visual hit effects (sparks, splinters, etc.) and sound effects now depend on the material of a hit part of the aircraft; 14. A one projectile impact won’t erroneously cause multiple (doubling) damage effects on the airframe parts which have several hitboxes; 15. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts which don’t have their own cracks modeled in 3D visual model (for instance, when shooting at a wing root that should cause a crack in the wing on the aircraft where a crack at the wing base is not modeled) are calculated in more detail; 16. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts not connected to the airframe won’t damage the airframe (for example, hitting an engine nacelle of a twin-engine aircraft won’t destroy a wing); 17. The calculations of the energy impulse transfer to an aircraft from a munition it was hit by now take into account the shots that went through it; 18. Exploding shells no longer damage the airframe by their initial kinetic energy of an intact shell, only by the blast and the kinetic energy of its fragments; 19. The following visual effects of the aircraft fragments were corrected (turned on when needed and off when not needed): landing gear dust (in the flight), the lighting from landing and navigation lights, guns firing and engine exhausts, smoke from smoke generators and vortex trails from the wingtips); 20. The found discrepancies between a new and repaired aircraft aerodynamics have been fixed; 21. A rare issue that could cause the airframe cracks to preserve after repairing has been found and fixed; 22. The modeling of the combat damage of the piston engine crank gear became more detailed and takes into account the engine type (for instance, the damage of the crank gear of the air-cooled engines happens more rarely than crank gear of the liquid-cooled engines) and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions. The damage of the crank gear can cause the wedging up and seizing up of the crankshaft while the heavy momentary incurred damage can cause the immediate stop of the crankshaft; 23. It is now possible to damage one or several engine cylinders at once by weapons fire, reducing its power output. Damaged pistons can affect the crank gear and can be accompanied by oil and coolant leaks. The calculations of the incurred damage and leakage values take into account the type of the engine and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions; 24. The calculations of an engine fire probability from torn fuel lines and oil leaks take into account the peculiarities of the armor penetration, blast and fragmentation effects of the munitions; 25. The physical model of the engine now differentiates the two types of oil leaks: from the engine and from the oil system; 26. Only the actual oil leak from the engine now soils up the canopy instead of a general engine damage; 27. An excessive amount of piston engine shaking caused by the crank gear damage has been reduced; 28. The calculations of an oil tank or oil radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail; 29. The calculations of a coolant tank or water radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail; 30. The calculations of a fuel tank leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail. The fuel tanks leak protection will be taken into account later, when the next level fuel system modeling is finished; 31. The visual intensity of a fuel, oil, and coolant leaks now corresponds to the actual severity of a leak closer; 32. When calculating the probabilities of a fuel tank fire and explosion, the different AP, blast and fragments effects are taken into account as well as the amount of the fuel leaking from the tank at the moment. Inert-gas pressurization and other fire countermeasures will be taken into account later when the next level fuel system modeling is finished; 33. Bf 110 G-2, Bf 110 E-2 and Hs-129 B-2 right engines won’t be excessively damaged by explosion fragments; 34. P-38J-25: a stabilizer won’t be destroyed by small fluctuating stress loads; 35. P-38J-25: it is now possible to hit and damage the right engine radiators; 36. P-51D-15: it is now possible to hit its oil tank and its armored visor is correctly included in the armor protection calculations; 37. P-51D-15 canopy will appear correctly soiled up by an oil leak both in internal and external views; 38. P-51D-15 3D-model won’t erroneously show the wing crack; 39. The landing gear doors on all aircraft are destroyed if landing gear wheels are torn off in retracted position; 40. Hs 129 B-2: the destruction of the right landing gear door won’t generate the landing gear door debris on the left; 41. Bf-109 (all series except E7): the loss of the vertical stabilizer and the central part of the horizontal stabilizer is temporarily blocked due to the interdependence of this damage in the 3D model, which makes this point extremely vulnerable to combat damage and causes undesirable results. We will try to move the breaking point above the stabilizer in the future and fix this limitation. Damage to the rudder, elevators and horizontal stabs are still possible and the rudder and elevators can still be detached. And the left and right portions of the horizontal stab can also be lost; 42. Bf-109 (all series): the mixed up locations where the debris of the landing gear bay doors appear have been corrected; 43. MiG-3 series 24: the main landing gear bay doors in the wing can also be torn off by an excessive ram air pressure; 44. Excessive rear hemisphere protection of the Pe-2 gunners from the fragments has been corrected; 45. Ju-52/3m g4e: the oil level gauges display the correct amount of the oil left even if it is completely gone or after the oil system repair; 46. Ju-52/3m g4e: first pilot bailing out won’t cause the death of the second pilot and the gunner; General Damage Model Improvements (for all objects in the sim) 47. A complete overhaul of the blast and fragmentation damage, as well as armor penetration damage has been finished, including, but not limited to: correction of calculation errors, calculation speed optimizations, protection of the calculation results for finding possible errors in the initial data; 48. Insufficient blast damage in case of a very near explosion or inner explosion has been corrected; 49. The number of fragments hitting an object is correctly calculated basing on the distance to an explosion, including the case of inner explosion; 50. Now there is a possibility of a ‘stray fragment’ impact when the expectation function gives less than one fragment due to the distance to the explosion (outside the kill area), which is important in a case of multiple explosions; 51. The armor penetration ability and damage of projectile increases if the resulting impact velocity exceeds the muzzle velocity of a projectile in the reference test data; 52. The fragmentation damage modeling is made less abstract for all ammunition types: the formation of the fragments, their initial speeds, masses and sizes are calculated and their loss of velocity with the distance traveled is calculated using the modern estimates of their resistance factor and the integration of their movements; 53. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled; 54. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced, but a very close explosion is much more effective than before; 55. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason; 56. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances; 57. Engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage; 58. In a rare case of a direct bomb hit at a turret of a flying aircraft, aerostat or a parachute there won’t be a detonation delay that could cause it to explode at a distance to the object; 59. The severity of a wound depends on the impact area: a head hit is more critical than a body one while a body hit is less severe than it was before; 60. The crew members experience less pain shock from wounds and impacts; Player controllable tanks improvements 61. The death of a radio operator now blocks the external communications; 62. Pz.III-L and T-34 STZ tanks ammo racks now are damageable; 63.The physical collision model of the Pz.III-L turret now correctly rotates together with the visual model of the turret; 64. The physical collision model of the T-34 STZ main gun barrel now correctly corresponds to its visual model; 65. The M4A2 commander’s machine gun can be damaged; 66. In the event of a catastrophic detonation, the turret flying away from Pz.III-L and T-34 STZ tanks will be visually damaged; 67. A knocked out machine gun won’t incorrectly cause the death of its operator; 68. The issue that could result in the destruction of a tank when its main gun and coaxial MG are knocked out has been found and fixed; 69. Several commands of the tank commander (for example, "Attack ground targets on sight") will work even if the mission script doesn’t include any commands for this tank; 70. Several non-working technochat messages about turret systems failure and repair (coaxial machine gun, main and backup turret traverse, vertical aiming mechanism, etc.) have been fixed; 71. Pz.Kpfw.III.Ausf.M, Pz.Kpfw.IV.Ausf.G and M4A2 tracks tension is correctly animated (it was reversed); 72. The tank radio transmitter failure makes the communication with other tanks of the unit impossible; 73. Viewing instruments on KV-1s tanks made more detailed; 74. The issue with KV-1s tracks visibly moving in the opposite direction when accelerating has been minimized; 75. The casing of the various large systems (engine, gearbox, ammunition) can protect them from shell fragments; 76. An additional armor sheet on the front hull of the KV-1s is now modeled; AI Improvements 77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics; 78. The AI pilots of the high-speed aircraft aim better when firing the guns; 79. A failed bombing run won’t cause an AI-controlled bomber to fly beyond the map borders; 80. An AI pilot estimates the time required to destroy a ground target better; 81. The AI pilots won’t try to move the control surfaces of a crashed aircraft; 82. P-51D AI pilot will always close the canopy before taking off; 83. Gunners won’t do unnecessary motions when bailing out; 84. Additional improvements were made in the ground vehicle obstacle avoidance algorithm; 85. A rare issue that could cause vehicles of a column to move directly North after an emergency stop has been found and fixed; 86. AI-controlled ground based guns and MGs aim better in heavy wind weather conditions; 87. 76mm and 77mm AAA of World War I era aim better; Visual aircraft models improvements 88. The bomb control panel on all Bf 109 3D-models is now hidden in the outside view if no bombs are installed; 89. The right landing gear wheel of the Bf 109 E-7 is no longer visible from a large distance when the right wing is lost; 90. The Bf-109 G-14 canopy cable looks correct when the canopy is open; 91. The gap between the bomb holder and Fw 190 A3 and Fw 190 A5 fuselages has been removed; 92. The gear wheels of the chain drive of the He-111 bomb bay doors are animated now; 93. The An-4 compass on Pe-2s has a functioning backlight now; 94. The excessive visibility of IL-2 mod. 1943 at large distances caused by a wrong glare setting has been corrected; 95. The rear navigation light of the La-5FN won’t be visible from the cockpit; 96. A damaged LaGG-3 won’t appear to have through holes when zooming out; 97. The Yak-1b rear wheel trace on the ground won’t visually thicken when zooming out; 98. P-51D and Tempest radio station bulbs made brighter when turned on; 99. An incorrect flare visual effect on the P-51D fuselage has been fixed; 100. An incorrect flare visual effect on the Fokker D.VII wingtips has been fixed; 101. Left ailerons of Fokker D.VII and Fokker D.VIIF won’t cause visible z-fighting effect; 102. S.E.5a: a dead or unconscious pilot or gunner won’t clip through a cabin side; 103. The animation of the 2000-pound bomb M66 impeller has been fixed; Other aircraft changes 104. Another error that could cause the hits on the own aircraft to be not audible in multiplayer has been found and fixed; 105. When in the cockpit, the player will now hear different sounds when different parts (materials) of the aircraft are hit different types of ammunition (before that, sounds differed only by the type of ammunition and only in open cockpits or in an external view); 106. The ram air sounds in the cockpits of all aircraft have been re-adjusted, the sound changes depending on the state of the canopy (open or closed) as well as the position of the pilot's head relatively to the windscreen; 107. The positioning of the engine sounds in the cockpits has been improved as well; 108. Bf 109 G-6 in-cockpit sounds were corrected; 109. The issue with the pilots posing in weird ways should be gone now; 110. Ju-88 top shooter won’t continue to fire when the canopy and the MGs are jettisoned; 111. It is now possible to shoot a signal flare after opening the IL-2 mod.1943 cockpit; 112. The trace of an aircraft after a belly landing won’t disappear when zooming in; 113. Flying Circus planes will correctly show the dust from wheels effect; 114. P-51D wheels leave correct traces and their dust effects were corrected; 115. Opened P-51D landing gear bays cause less drag; 116. Bomb detonator switches are no longer inverted on P-51D; 117. A-20B, La-5 series 8 and La-5FN: it’s now possible to move the throttle control when it is in the idle position and ‘Engine auto control’ helper is enabled in the options; 118. FFB vibrations increased during control surfaces buffeting at terminal flight speeds; 119. Now a crewless aircraft will be removed from the simulation when it stays on the ground for 30 seconds (previously it was removed when its altitude was less than 10 meters and speed less than 10 meters per second); Ground and naval objects 120. Projectiles of the multi-barreled anti-aircraft guns visually appear aligned with the positions of the individual barrels; 121. Tanks and trucks won’t leave marks on concrete surfaces; 122. Vehicles won’t create so much dust when moving on concrete and paved surfaces; 123. TRG_Spawn mission logic element won’t cause the spawned vehicles to have visual effects of a damaged engine; 124. The issue of random destruction of a train in QMB has been found and fixed; 125. Simple AI-controlled ground vehicles won’t visibly ‘shudder’ when moving on steep slopes, especially on the Prokhorovka map; 126. Sd Kfz 251 Wurfrahmen 40 rockets launch correctly visually; 127. The upper and lower armor of simple AI tanks has been corrected (made more resistant to fragments); 128. The visual model of a static railway tank has been updated (its frame); 129. The static T-34 model texture that appears at a certain distance has been corrected; 130. Railway wagons and locomotives won’t receive critical damage from any first hit; 131. A graphical corruption caused by G-5 gunboat firing its M-8M rockets has been fixed; 132. The issue that could make the naval guns indestructible has been found and fixed; 133. Ships that run aground will stop earlier and won’t display water wake effects; 134. A random issue with the parachute not completely descending to the ground has been fixed; Other changes 135. VR zoom can be made instantaneous if the default speed gives you nausea - set the value of the vr_zoom_speed parameter to 1 (it is located in the camera section in data\startup.cfg file); 136. Ricochet sounds and graphic effects were added; 137. The physical collision models of the European suburban buildings in some blocks on the Arras map now correspond to their visual models; 138. The trees that prevented takeoff and landing were removed at the end of the strip of the Florennes airfield; 139. Bailed out pilots can be correctly captured by the enemy in the Bodenplatte career; 140. MCU_Waypoint mission logic element won’t receive input from other elements when deactivated. Please discuss the update in this thread.
  2. News on 4.005 update, full text You can ask new questions in this thread
  3. 247 Hello everybody, The weather in Moscow isn't really fitting for April, but these times it doesn't make a big difference; we're continuing the work on the project. The 4.005 beta testing is nearly finished, and soon you'll see by yourself what all the latest DDs were about. So today we'll tell you a bit about the current work that will yield more distant results. We have mentioned before that we're working on moving the graphics engine to Deferred rendering and now this process gives good results. The main goal in implementing this renderer is to open new visual possibilities while keeping the current level of performance and not making it worse. Till the recent time, we could only hope that having both options is possible at all, while our Lead Programmer Sergey Vorsin was working confidently and his task is nearly finished. We have managed to keep the general level of performance during this transition intact and we already can show you one of the possibilities this technology opens for our sim. The first visual bonus that comes from Deferred Shading is the dramatic improvement of the quality of the reflections on various surfaces. While the existing reflection system was progressive for its time, today the standards are upped. For instance, its issues include too much bloom in reflections from various aircraft surfaces, the lack of diffusion of the reflections - they should be softer and more natural-looking. The new tech makes this possible, resulting in more realistic visuals. Here are a couple of screenshots showing this: But the improvements are not limited to the existing reflections on the external model of an aircraft. Now a feature that was requested by the community for a long time becomes technically possible - reflections in the canopy and instrument glass. In other games this effect is imitated using a prepared or generated texture which is rendered on the glass surfaces without following the laws of optics. Deferred Shading allows us to create complex and optically correct reflections in the cockpit. They depend on the external lighting and environment of course, the camera position in the cockpit and other factors. It's clear that the best way to show you this new effect would be a video, but it will be ready later - we're still working on this new reflection effect. Today we can show you a couple of screenshots that demonstrate this effect in general though: The work on the new pilot models we announced earlier for Battle of Moscow, Battle of Stalingrad and Battle of Kuban continues as well. Earlier we published the WIP images of the new Soviet pilot in Summer uniform without textures that weren't ready, but now we have the completed models both in Summer and Winter uniforms and for early and late war timeframes as well. At the moment we're working on the animations for the new models for all Soviet aircraft in the project - and started the work on the new German pilot model of the early war. To finish today's Dev Blog we want to present you the new work of =HH=Pauk, this time he created the new promo video for Flying Circus. We think the author has managed to the feel of the last knights' epoch perfectly, highlighting the project potential. Enjoy: You can discuss the news in this thread
  4. Full news - here is a full text and visual materials
  5. 246 Hello everybody, In spite of the serious events happening in the world, the time flows and it looks like we adapted to the new work conditions. The work processes are set up and we continue at the usual rate. Since we plan to release important renderer improvements in late Spring, we set the workflow to develop the short and long term tasks simultaneously. We'll tell you about what will be released in Summer a bit later, while today we'll concentrate on the coming update 4.005. =AnPetrovich= and =Jason_Williams= told you about the main feature of this update earlier - reworked, improved and advanced damage model of the airframe - but it is not the only huge change that it will include. Speaking of the battle damage modeling, another very important change is the improved frag and blast damage calculations throughout the entire sim. Thanks to the fresh look and research input by our partners at Digital Forms, which make the visual models of the Tank Crew vehicles, we were able to bring the fragments damage calculations to the new level of complexity. Generally speaking, the calculations of the damage incurred by munition fragments became less abstract. The new model is universal for all munition types. The calculations of the warhead fragmentation are more life-like and give the initial speed, mass, and size of the fragments. New progressive methods of modeling their speed decrease use the integration of their movement. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances. It also should be noted that engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage. The visual and audio representation of the damage is also updated. The additional causes of the unhearable hits in multiplayer have been found and fixed, new sounds were added for ricochets while the existing hit and explosion sounds were improved. In general, the update 4.005 once again is going to be one of the biggest in the history of our project, its change list contains more than 90 items already. It will bring not only the damage model improvements of course - the new content we told you before, many improvements and fixes for the aircraft and player controllable tanks, audio improvements for various in-game objects and more and more. The sim will be more accessible to the larger audience thanks to the additional language as well. Our team hopes that the update 4.005 will be welcomed by you, our players, and will raise the quality level of our sim to the next level. To finish today's diary, let's add some nice pictures to the mix - this time they are the Yak-9 cockpit shots captured in the game. Its texturing is nearly final while the development of its FM is progressing at a full speed. We hope it will be available to you in early Summer. You can discuss the news in this thread
  6. Full news - here is a full text and visual materials
  7. 244 Hello everybody, The progress on many parts of the Battle of Normandy project is becoming more visible with each passing day. We have placed the order on the numerous ground vehicles that will be outsourced while the design document on the buildings for the new map will be finished soon. The list of the airfields and the map borders are final and the work on the map itself has begun in earnest. The list of the squadrons that will be recreated in the Battle of Normandy Career mode and its main scenario are prepared as well. Visual models of the three aircraft and the FM of the first one (P-47D-22) are in the works. Today we can show you the current state of the visual model of the second aircraft in development - C-47A transport plane which will be manned by AI. The famous WWII legend, it was the best known Allied transport plane. Built under license in many countries, its civilian versions are still in service now, in the early XXI century. This workhorse played a key role in the airborne operations of the Battle of Normandy. You can discuss the news in this thread
  8. Full news - here is a full text and visual materials
  9. 242 Hello everybody, Previously we talked mostly about the Normandy project, but today we have something to tell you about Tank Crew. Functionality wise, at this stage we're polishing the implemented modules. The coming update 4.005 will bring a dozen important improvements for Tank Crew and the commander binoculars we showed you earlier. Later we plan to implement the indirect fire capability for self-propelled guns (by inputting the distance and traversing angle) and new quick mission types for the tank commanders. It should be also noted that a lot of the damage calculation changes that are prepared for 4.005 also affect the detailed tanks, this is important for the quality of their damage modeling. Today we have something to show you as well. Our partners from Digital Forms just sent us WIP screenshots of the two latest war machines that are being modeled for the Tank Crew project. The first one of them is German tank destroyer Sd. Kfz. 184 "Ferdinand". Here are some shots of its interior parts. This self-propelled gun is very hard to recreate because there is a little info left and we have to conduct a lot of research to clarify how its internal parts worked and looked. But the result is going to be really good - these tank destroyers which first saw action in the Kursk battle impress with their power - take a look at the comparison of their main gun with the entire T-34/76 tank - and unique design decisions: The second war machine that is in the works now is the SU-152 assault gun that was built on the KV-1s heavy tank chassis and armed with 152mm ML-20s howitzer. It was designed incredibly fast - it's hard to believe, but between the decision of the State Defence Committee that a new heavy SPG is needed and the act of putting it into service passed only 37 days and it was ready for production by the end of January 1943. There weren't a lot of these assault guns made, but their combat debut at the Kursk salient showed that the Red Army has something to counter the newest heavy German tanks in the coming battles: You can discuss the news in this thread
  10. Full news - here is a full text and visual materials
  11. 241 Dear friends, The work on the Normandy module is at an early stage, but of course, this doesn't mean you'll have to wait for new updates for too long. Right now we're testing the next update 4.005 which will include a number of improvements for the damage modeling, especially aircraft damage (but it is more general than that, the way weapons affect various objects is also changing). We did a lot of research observing the community opinion on the various aspects of the current damage system that require attention and corrected our priorities basing on it. In the near future, we plan to publish a special Dev Blog issue completely dedicated to this matter. We're also working on further AI improvements, namely on how they dogfight. Update 4.005 will include these improvements. In the future, we'll begin working on its tactical level and on how they follow the commands. 4.005 will also contain new ground vehicles - Soviet and German fuel trucks and ambulance cars. There are many other improvements across the board - for instance, you'll better hear the hits on your aircraft in multiplayer. And today, as we promised before, we can show you the first Work In Progress screenshots of the new Soviet pilot in Summer uniform: You can discuss the news in this thread
  12. Full news - here is a full text and visual materials
  13. I've checked right now. It works as it should: Flaps limiter can be adjusted only when flaps valve is set to "retract". So you can move your limiter up or down only if flaps are pressed up. Due to this it looks like: Flaps are retracted, limiter at 0%. You want to extend flaps to 50%: - Holding F key. Flaps are pressed up. Limiter wheel is rotating, limiter is extending gradually to 50%. - When limiter reaching 50% you releasing F key. Limiter wheel stops, flaps valve sets to extend position, flaps are pressing down. If speed is low and flaps are not pressed bi airflow than flaps are pressing down to the 50% limit. Flaps are extended and at 50% limiter. You want to extend them more to 100%: - Holding F key. Flaps valve set to retract, flaps are pressed up. Now limiter can be adjusted, it rotates down to 100% position. - Limiter reaching 100%, releasing F key: flaps valve set to extend, flaps are pressed down to 100% limit. Flaps are extended and at 100% limiter. You want to retract them till 50%: - Holding LShift+F key. Flaps valve set to retract, flaps are pressed up. Limiter rotating up to 50% position. - Limiter reaching 50%, releasing LShift+F key: flaps valve set to extend, flaps are pressed sown to 50% limit. So once again - while at real plane the operations with flaps limiter wheel were prohibited while flaps are not pressed up - this kind of flaps operation algorythm is valid.
  14. 240 Hello everybody, While working on the Normandy project and finishing Tank Crew, we never forget about the existing ones. Not only the most part of all the improvements we release in the updates are applicable for the simulated world as a whole, meaning they update all our theatres of war at once, but we update the content of the existing modules at every possibility as well. For instance, we'll be able to show you the first WIP screenshots of the new Soviet pilot soon. And in the next update, among many other things, you'll see two more aircraft updated to 4K texture quality standard. The first one of these two planes is the MiG-3 series 24 that is included in the Battle of Moscow. It's external texturing has been reworked by Martin =ICDP= Catney - it should be noted that wear, specular map, micro features and damage textures were updated in addition to the paint schemes. The plane materials were corrected as well for more natural-looking glare and finish. The second one is Bf 109 G-4 from the Battle of Kuban that has been reworked by Francisco =BlackHellHound1= Bindraban. Artists did not just redraw the textures in 4K quality - they do the research on the aircraft details and peculiarities of all known paint schemes and add many changes and improvements (sometimes even completely replacing one historical skin with another if needed). So everything possible is made to make the existing 3D models brand new, unlocking the potential our constantly updated renderer offers. You can discuss the news in this thread
  15. Full news - here is a full text and visual materials
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