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About Han

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    Gaming Historical Reenactment

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  1. 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
  2. Full news - here is a full text and visual materials
  3. 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.
  4. 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
  5. Full news - here is a full text and visual materials
  6. 239 Hello everybody, It's February already and we continue to improve the project as a whole. In the next update, we plan to significantly improve the airframe damage calculations and the explosive and fragmentation damage calculations for all objects in the sim in general. More AI improvements are in the pipeline too - for instance, further improvements for the vertical maneuvering in a dogfight. We have found and fixed another possible culprit for the missing aircraft hit sounds in multiplayer. There are more other corrections and fixes being worked on simultaneously with the full-scale work on Normandy theater that is already underway. And of course, we don't forget about the tank project. While Digital Forms studio creates the assault gun and the tank destroyer that are left, we added a long-requested feature - binoculars for the tank commanders. Other smaller, but nonetheless important improvements are on the way too. Take a look at the binoculars on these screenshots: You can discuss the news in this thread
  7. Full news - here is a full text and visual materials
  8. Please take in count that side armour of Panther is only 40 mm. Also, it have very thin (16mm) under-caterpillar shelf which can be easily penetrated by fragments from HE shells when they exploder under the shelf. Next one - there are shells and petrol tanks everywhere in Panther. Also, there are shells under this caterpillar shell. So yes, any penetration in to the side of Panther is very critical. Other tanks have much more localized "explosive" internals. This why in other tanks penetration is not causing explosion so oftenly. This why Panther sometimes called as "First Main Battle Tank on service in the world": - Powerfull main gun, - High velocity, - Strong frontal armour with weaker armour from other sides ("All or nothing" concept like on Battleships). So Panther is very differ from Tiger in this term - you allways got to be awared that enemy is infront of you - than you can supress him with high guarantie. PS An illustration of troubles of holding even 75mm HE cose-up hits by 16mm horizontal armouring: Even Tiger 26mm caterpillar shelf sometimes have had troubles to hold up close-up hit of 75mm HE shell.
  9. 238 Hello everybody, This week we continue telling you about the new Collector Planes, now is the turn of Yak-9 and Yak-9T. Yak-9 was the most mass-produced Soviet WWII fighter, more than 14,000 were made on three factories in Moscow, Omsk and Novosibirsk in total. The production started during Autumn 1942 and peaked in 1944, but continued well after the war ended - it stopped only in 1948. They were used in combat en masse for the first time during Kursk battle in Summer 1943, but several documents reflect smaller scale combat deployments of the new fighters on other fronts of 1943, including the Battle of Kuban. Yak-9, while being an evolution of Yak-7 design, had significant changes: metallic spars instead of the wooden ones, bubble canopy with an improved field of view, forward-and backward-facing armored glass pieces. The fighter armament was standard - 12.7 mm UBS MG and 20 mm ShVAK gun. It was powered by M-105PF inline engine. We also recreate a special model of this fighter, Yak-9T, that was developed to counter enemy bombers and was also used against lightly armored targets. A powerful 37 mm NS-37 gun with 30 rounds ammo reserve required more space, so the pilot's cockpit has been moved back to make more room for it and to maintain the pitch balance. It's interesting to note that while this gun was much more powerful, the total weight increase was just 40 kg and the plane aerodynamics did not change for the worse noticeably. We'll start the work on Yak-9T immediately after finishing Yak-9 (the exterior 3D model of Yak-9 is nearly complete while its cockpit 3D model and physical model are in the works and show good progress). You can discuss the news in this thread
  10. Full news - here is a full text and visual materials
  11. 237 Hello everybody, It finally snows in Moscow while we continue the work on the new aircraft. Including the new Collector Planes for both the Western and Eastern fronts of the war - Yak-9, Yak-9T and Hurricane. Today we're ready to show you the progress achieved at the moment for the British Hurricane, which will have 5 (!) different modifications in our sim: Hurricane Mk.IIa: basic model armed with 8 х 7.69 mm Browning MGs; Hurricane Mk.IIb: the number of MGs has been increased to 12; Hurricane Mk.IIc: this model had 4 x 20 mm Hispano guns; Hurricane Mk.IId: anti-tank model armed with 2 x 40 mm Vickers-S guns and 2 x 7.69 mm MGs; Hurricane Mk.II with Soviet weaponry that was installed on the Lend-Lease aircraft: 2 х 12.7 mm UB MGs, 2 x 20 mm ShVAK guns and Soviet bomb and rocket holders. We hope that this nice selection of the Hurricane models suitable both for the Western and Eastern front would be a great addition to IL-2 Sturmovik series: You can discuss the news in this thread
  12. Full news - here is a full text and visual materials
  13. Han

    Game Updates

    Update 4.004 Dear friends, We're glad to report that update 4.004 is released. The main additions of this one are a new tank for Tank Crew - Pz.Kpfw.V Ausf.D "Panther" - and improved look and additional airfields for Rheinland map (Battle of Bodenplatte). There are many other fixes and improvements as well: Additions 1. Pz.Kpfw. V Ausf.D "Panther" for Tank Crew; 2. Better looking river and canal banks on Rheinland map; 3. 13 new airfields on Rheinland map: Le Culot East (Y-10) Kluis (B-91) Mill (B-89) Helmond (B-86) Amsterdam-Schiphol (B-97) Arnhem-Deelen Soesterberg Strassfeld Strassfeld 2 - Odendorf Hilversum Diest (B-64) Nivelles (B-75) Bierset–Liege (A-93) 4. 4K quality exterior textures made by Martin =ICDP= Catney added for Yak-1 series 69; 5. The better-looking transition between the river and sea waters; 6. Improved Т-70 tank model and textures; 7. Updated texture cache system, it should reduce stutters in heavy load MP missions significantly; 8. Brightness and size of very distant aircraft LODs made more uniform (it differed too much on some aircraft); 9. Added initial support for SimShaker to be used in conjunction with JetSeats and other audio powered feedback devices. AI improvements 10. Ground attack aircraft won't hit the ground when engaging a target with rockets and guns in a tight formation; 11. AI-controlled B-25 starts the engines correctly; 12. AI fighters attempt Immelman maneuver only if they have enough speed; 13. AI fighters open fire more aggressively; 14. AI pilots keep formation on large maps much better; 15. AI vehicle column won't drive into a river if the last waypoint was on a destroyed bridge or immediately before it; 16. Assault guns (simple and detailed) correctly face a target when set to LOW command priority in the mission; Aircraft improvements 17. P-51, P-47 and P-39 have correct trimmer animations; 18. A-20 engines won't trigger wrong overheat messages; 19. Wrong engine overcooled messages on P-47D were corrected; 20. P-51 landing gear covers shouldn't open and close again and again anymore; 21. Cylinder heads overheat warning will be displayed correctly; 22. Flying Circus planes won't display a wrong message about engine failure when it is switched off; 23. The time it takes to switch to combat position and back has been corrected for all gunners; Detailed tanks improvements 24. When the loader is killed, the time it takes to load the main gun or coaxial MG is increased significantly; 25. The visual effect of propellant gases is reduced when the exhaust fan is off or is not present; 26. The time it takes to vent the turret after the shot depends on the operational exhaust fan; 27. Detailed tanks won't visibly 'crouch' at a high speed; Other improvements 28. All night bombing Career missions with more than 6 planes in the flight won't start in a map corner anymore; 29. Wrong ground attack German planes in the late Stalingrad Career chapters were corrected; 30. Duplicate ID error message in the dedicated server has been removed (it blocked the server, now it is visible in the console); 31. Correct season in the pre-mission hangar (Winter/Summer); 32. In Mission Editor it's no longer possible to select a wrong part of a multi-part vehicle skin; 33. Daimler M1914 FlaK 77/L27 and Thornycroft J-type 13pdr AA shells appear in the correct place (). Please discuss the update in this thread.
  14. News on 4.004 update, full text You can ask new questions in this thread
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