Jump to content

Han

1CGS
  • Content Count

    794
  • Joined

  • Last visited

Everything posted by Han

  1. News on 3.010 update, full text You can ask new questions in this thread
  2. Full news - here is a full text and visual materials
  3. Full news - here is a full text and visual materials
  4. Han

    Developer Diary

    216 Hello everybody, Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content. The main areas of the Tank Crew development at this moment are: 1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field. 2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one. 3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access. 4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios. All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else. To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update: The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km): KV-1S crew: PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching: M4A2 "Sherman" interior renders: PzKpfw III Ausf.M interior renders: You can discuss the news in this thread
  5. Han

    damage on the tiger

    Please provide a track record - it's hard to determine what have happened using only words.
  6. Ricochet is not so univocal thing. Once again - in most cases it will penetrate. And I see no ricochete statistics on your link. Would 152 penetrate "Lada"? Yes. Is there any possibility of ricochete in case of narrow angle of hit? Surprisingly - yes. So please, if you have any statistics of ricochete of 88mm against 60° sloped 45mm armour - wellcome for discussion.
  7. I see no any proofs from you. Yes, in most cases it will penetrate successfuly. It is in game from 3.010c.
  8. 60° slope of upper-bow qrmour plate make significant possibility of ricochet. Anyway, look for change list - it was reduced in 3.010c. Still possible sometimes, but not so often.
  9. Han

    Game Updates

    Update 3.010c Dear pilots, This week we made several important changes to the user interface (especially multiplayer part of it) and damage calculations of the player controlled tanks - they are included in the maintenance update we release today. We continue the work on improving IL-2 Sturmovik and hope that you find the changes useful. User interface 1. Dogfight: when the server changes a mission, the airfield locations from the previous mission won't stay visible on the map; 2. Dogfight: map position and zoom level are saved between player respawns; 3. Dogfight: a mission target won't overlap an airfield and make it impossible to choose; 4. Dogfight: selecting an airfield without available planes won't make the screen darker; 5. Dogfight: home airfield is highlighted on the map; 6. Dogfight: the info tooltip appears if you hover the mouse pointer over an airfield; 7. Cooperative: you can't select a locked out aircraft in the lobby; 8. Objects kill messages appear in the chat again; 9. Chat window won't appear before the mission start on its own; 10. QMB: certain text elements were made bigger for Spanish text; 11. Map: 'no units' and 'maximum number of players reached' tooltips added; 12. Map: air and ground attack events on an airfield are indicated differently; 13. Map: airfield information has been reworked; 14. Map: frontline color 255,255,255 now changes according to the interface color setting; 15. Map: unit dots are bigger and can be grouped; 16. Aircraft info: text layout has been fixed; 17. Career: active duty timeframe of certain units is shown correctly now; 18. Career: Unit symbols in various lists were made bigger; 19. Singleplayer: Flight Log button appears after a mission instantly; 20. Server list: 'auto-switch to joystick' message that appears when connecting to servers that enforce playing with joystick has been reworked; Tank Crew 21. The bug that caused the crew of a tank to die when a nearby tree was hit by a shell has been fixed; 22. The velocity spread of the various tank cannon projectiles decreased; 23. The angle spread of the various tank cannons increased; 24. Excessive projectile ricochet probabilities have been toned down; 25. Missing armor parts in the rear of Tiger and KV-1s turrets have been repaired (physical model); 26. Tiger gun mantlet rear part sides armouring have been corrected; 27. Armor values for the coaxial MG and gunner gunsight on a Tiger tank were swapped (this is corrected now); Other changes 28. Wrong player status (captured) that could trigger when a server starts a new mission with players left in the air over enemy territory has been fixed; 29. A rare problem of armor being ignored when hit into the internal seam between two armor sheets (with the angle between them is less than 180 degrees) has been fixed; 30. A possible incorrect penetration calculation when a projectile after ricochet hit an armor plate of a target moving towards it has been fixed. Please discuss the update in this thread.
  10. Full news - here is a full text and visual materials
  11. I've tryed to confirm your report right now - but I see no planes icons on Wings of Liberty map.
  12. Han

    Developer Diary

    215 Hello friends, This week was a hard one - we had to let you play during the weekend without problems, so we released another update that continued the work started in 3.010. The majority of the changes are in the GUI and are required for the new Marschal multiplayer mode that is coming this Spring and will concentrate on the interaction with the map. Other important improvements were made for tank weapons and damage calcualtions. We hope that now the basic damage model is adequate and we'll start working on more particular tasks in the tank systems and combat damage department next week. This week we finished the map of the Southern part of the Kursk salient while two next tanks, M4A2 and PzKpfw III Ausf.M, will follow soon. The new tanks and the map will be released into Tank Crew Early Access after beta testing. Today we can show you the first in-game screenshots of them taken near Prokhorovka: You can discuss the news in this thread
  13. To support a good gameplay for you during upcoming weekend - we have prepaired a new shor ot-fix update. 1. APHE rounds damage in case of rickochete and in case of caterpillar hit from ahead or from behind was fixed (previously it was possible to have damage inside armoured volume in these cases). 2. Fuel load % was restored in plane settings. 3. Scenery Campaigns interface was fixed. 4. Mission objects icons were enlarged and airfields names now have background for better reading.
  14. Update 3.010b Update 3.010 brought many significant GUI changes, so now we're releasing the small update containing quick fixes: 1. Full-screen map position won't be reset after using the bombsight; 2. Text chat layout has been improved; 3. In-game chat shows previous messages when the Enter key is pressed; 4. Full-screen map transparency can be adjusted in the game options; 5. Airfield symbols in multiplayer have been updated; 6. Airfield symbols in multiplayer have additional elements showing the enemy threat level near it; 7. Threat level and amount of active players won't be shown for enemy airfields; 8. Multiplayer statistics screen is only updated when it is opened; 9. Multiplayer statistics screen sorts the players basing on the number of points by default; 10. Multiplayer statistics screen remembers the selected sorting criteria; 11. Secondary targets information on the multiplayer statistics screen has been repositioned ; 12. Servers protected by password and/or servers with a bad connection can be hidden in the servers list; 13. Frontline with the color specified as 255,255,255 will be displayed with correct colors like (0,0,10) since many created missions and campaigns rely on that; 14. Mission target markers have been adjusted for a clearer look while zoomed in; 15. Fuel and convergence sliders were made longer for easier use; 16. Mapping delete function in the game settings has been restored; 17. Ground object markers on the map have been made smaller; 18. Engine sound positioning has been improved; 19. Radio messages are made clearer; 20. Incorrect damage calculation has been fixed (a ricochet from a front lower hull of a tank could kill a driver or a radioman); 21. A random bug that could kill the Tiger tank crew after any hit has been fixed; 22. KV-1s and Т-34-76 aiming sights won't flicker; 23. I-16 aiming sight has been improved like on other aircraft; 24. Example multiplayer missions Cooperative_Complex_Example and Dogfight_Complex_Example show how different symbols or lines on the map can be created; 25. Stutters in firing from plane turrets and tank machineguns were fixed.
  15. Han

    Game Updates

    Update 3.010b Update 3.010 brought many significant GUI changes, so now we're releasing the small update containing quick fixes: 1. Full-screen map position won't be reset after using the bombsight; 2. Text chat layout has been improved; 3. In-game chat shows previous messages when the Enter key is pressed; 4. Full-screen map transparency can be adjusted in the game options; 5. Airfield symbols in multiplayer have been updated; 6. Airfield symbols in multiplayer have additional elements showing the enemy threat level near it; 7. Threat level and amount of active players won't be shown for enemy airfields; 8. Multiplayer statistics screen is only updated when it is opened; 9. Multiplayer statistics screen sorts the players basing on the number of points by default; 10. Multiplayer statistics screen remembers the selected sorting criteria; 11. Secondary targets information on the multiplayer statistics screen has been repositioned ; 12. Servers protected by password and/or servers with a bad connection can be hidden in the servers list; 13. Frontline with the color specified as 255,255,255 will be displayed with correct colors like (0,0,10) since many created missions and campaigns rely on that; 14. Mission target markers have been adjusted for a clearer look while zoomed in; 15. Fuel and convergence sliders were made longer for easier use; 16. Mapping delete function in the game settings has been restored; 17. Ground object markers on the map have been made smaller; 18. Engine sound positioning has been improved; 19. Radio messages are made clearer; 20. Incorrect damage calculation has been fixed (a ricochet from a front lower hull of a tank could kill a driver or a radioman); 21. A random bug that could kill the Tiger tank crew after any hit has been fixed; 22. KV-1s and Т-34-76 aiming sights won't flicker; 23. I-16 aiming sight has been improved like on other aircraft; 24. Example multiplayer missions Cooperative_Complex_Example and Dogfight_Complex_Example show how different symbols or lines on the map can be created; 25. Stutters in firing from plane turrets and tank machineguns were fixed. Please discuss the update in this thread.
  16. Friends, we are aware of Tiger troubles, to be fixed tomorrow. Also, many positive changes are coming in GUI.
  17. Han

    Game Updates

    Update 3.010 Dear pilots, The new content will be made available in a few weeks, but we have decided to release the update 3.010 now to publish many improvements and fixes which are already ready. U-2VS Collector Plane is now available in Career mode and can be equipped with rockets. P-47D-28 now sports 4K textures made by Martin =ICDP= Catney. There are also DM improvements and we hope this update should finish the current cycle of DM improvements for now. Important multiplayer and AI fixes are also in. Last, but not the least, is the optimized GUI which should yield more performance in flight. The full change list follows: Additions 1. New exterior 4K textures for P-47D-28 (main, bump, specular, official paint schemes) by Martin =ICDP= Catney; 2. U-2VS Collector Plane is now available in Stalingrad and Kuban careers (night bombing missions); 3. U-2VS Collector Plane can be equipped with ROS-82, RBS-82 and ROS-132 unguided rockets; 4. Buildings can be destroyed by an aircraft impact; DM improvements 5. HE rounds no longer damage armored objects without penetrating the armor in certain cases; 6. AP rounds penetration of a multi-element armor has been fixed (reduced); 7. AP rounds can travel further after penetrating a target through; 8. Now wings are correctly damaged when their root parts are hit on Bf-109F/G/K, Ju-87, IL-2, I-16, La-5, Yak-1, Yak-7, LaGG-3, MiG-3, U-2, MC 202, P-39, P-40; 9. The sturdiness of the tail part of the fuselage has been corrected for all planes; 10. Ramming with the propeller has been reworked; 11. Previously developed tech (instability of the airflow around the damaged parts of the aircraft skinning) has been applied to all aircraft; 12. Ballistics and armor penetration of BR-350B and BR-350BSP rounds (F-34, ZiS-5 and ZiS-3 guns) has been corrected according to the report TsNII-48 2VV-2; 13. Pz-VI-H1: weak spots in the gun mantlet have been corrected; 14. Soldiers walking on airfields can be killed now; 15. Rear right wheel damage has been corrected for all wheeled vehicles; Multiplayer improvements 16. A large mission running on a server won't prevent some players from joining; 17. Data delivery under heavy loaded servers has been reworked. We hope this will help to fix several problems caused by data loss, such as 'greyed out start button', 'damage application delay', 'AA fire delay', 'invisikle planes', 'invulnerable planes', etc.; 18. The game (and the server) won't freeze for several moments when a very large bomb explodes in a very dense built up area; AI and FM improvements 19. One more case of AI following its target into the ground has been found and fixed; 20. AI correctly turns on the engine in a ground start situation without taxiing; 21. P-47D-28 stall behavior has been corrected; 22. Detached P-47D-28 flaps appear correctly now; 23. Bombsights in an automatic mode made less jumpy; GUI improvements 24. Many GUI elements made clearer; 25. Automatic GUI scale option added (useful for 4K screens and VR); 26. Lists rendering has been optimized, improving the overall GUI performance, settings and Career mode responsiveness, etc; 27. In-game GUI has been optimized, yielding up to 20% performance in some cases; 28. Switching the HUD on and off or changing the mini-map scale no longer causes a delay; 29. Multiplayer gunner positions dialog window has been corrected for Ju 88 A-4; 30. Target symbols made clearer on the navigation map Other improvements 31. Certain buildings shouldn't levitate above the terrain anymore; 32. Some bridges with uneven driveways were fixed; 33. Aircraft cruise speeds were corrected in the Career mode so wingmen won't lag behind the flight leaders; 34. Previously AI-only unit 293rd IAP is now joinable by the player in Stalingrad and Kuban TOWs; 35. "Blazing Steppe" and "Sea Dragons" campaigns are now available in French thanks to Dominique Girouard; 36. "Fortress on the Volga" campaign is now available in German thanks to II/JG11ATLAN, ram0506 and =27=Davesteu. 37. "Havoc over the Kuban" campaign has been updated. Please discuss the update in this thread.
  18. Full news - here is a full text and visual materials
  19. News on 3.009 update, full text You can ask new questions in this thread
  20. Han

    Developer Diary

    214 Hello everybody, The year has just begun, but we're already preparing the new update for you. Version 3.010 will be focused on improving the functionality of several modules of the sim and some of the changes are long-awaited and important. In the meantime, the work on all the Early Access projects progresses according to the schedule and many new things will be ready shortly after 3.010 release, in Q1 2019. Our map designers are finishing the map of the Southern Kursk salient that includes Prokhorovka. As we announced before, it will utilize the higher detailed landscape wireframe and higher detailed buildings damage. When it is finished, the work on the scenario campaigns for "Clash at Prokhorovka" will begin. The campaigns will recreate the large scale historical events of July 1943 to the South-West of Prokhorovka. Today we can show you several screenshots of this map: We plan to show you the new tanks soon - M4A2 Sherman, Pz.Kpfw.III Ausf.M (to be released at the end of the Winter) and T-34 mod. 1943 and PzKpfw IV Ausf.G (to be released at the beginning of Spring). We also started the implementation of the major feature - animated tank crewmen. This is a very laborious and time-consuming task since each tank has 4-5 crewmen and each one of them has his own unique pose and animations (many can also lean out of their hatches). This forced us to find new technical approaches for character animation that open new prospects not only for the Tank Crew but also other projects: For "Flying Circus" project we're making the map of 100 km front line near Arras (Spring 1918). It will be made using the same techniques we're using for the creation of the large Bodenplatte project map, so it should also be a step forward visually. Here are first in-game screenshots of Sopwith Dolphin and Fokker D.VII which will be ready soon: For our main project, Bodenplatte, we're preparing the next wave of the new aircraft. FMs for P-51D, Fw 190 D-9 and Me 262 A-1/2 are already in the works, while artists create 3D models of Hawker Tempest Mk.V, P-38J-25, P-51D-15, Me 262 A-1/2 and B-25 Mitchell-II (non-playable). Here are some screenshots of Me 262 A-1/2 (its paint schemes and cockpit are nearly ready): You can discuss the news in this thread
  21. Full news - here is a full text and visual materials
  22. Han

    Developer Diary

    213 Hello everybody, So, this is the end of 2018. It was a very interesting year for us, it brought many new, but long-awaited changes and improvements to the project. Almost 500 points were listed in the update changelists in total and there were more minor, unlisted ones which are impossible to count. All this combined upped the quality of the sim to a new level. And right now we continue the development of our three Early Access projects: Battle of Bodenplatte, Tank Crew - Clash at Prokhorovka and Flying Circus Volume 1. For the main project, Bodenplatte, we're working on several new aircraft at once. Having completed the implementation of the air compressibility and significant improvements to the damage model (they are already in the public version of the sim), our Lead Engineer is creating the physical model of the jet engine for Me 262. Of course, this work opens up the possibility to widen our aircraft pool in the future. Our partner Ugra Media makes the new WWI aircraft for Flying Circus - Fokker D.VII, Fokker D.VIIF and Sopwith Dolphin. They'll start the work on the Arras area map (1918) soon. The new tanks for Tank Crew that are being made by our partner Digital Forms are more than half complete already: M4A2, T-34 mod. 1943, PzKpfw IV Ausf.G and PzKpfw III Ausf.M. Meanwhile, we're making the map of the southern part of the Kursk salient ourselves. Soon we'll be able to tell you more about the tank commander and tank platoon commander functionality which will be the backbone of Tank Crew gameplay. 3D models of Soviet and German crewmembers are ready and will be added to the sim as soon as their animations are complete. The scenarios for two, German and Soviet, tank campaigns are ready, so soon we'll start to make the missions themselves. The detailed buildings tech that includes higher detailed 3D models and the physics of their destruction is nearly finished and we had a bit of time to make this short video for you: To complete this Dev Diary, we'd like to show you some screenshots. First, here is the finished Fw 190 D-9 cockpit. Also, the community enthusiast Martin =ICDP= Catney upped default and official P-47 skins to 4K quality: Our team wishes you Happy New Year and Merry Christmas. We wish you happiness and fulfillment of all your dreams in 2019! You can discuss the news in this thread
  23. Friends, We have fixed this new Multiplayer Damage issue - please update your game. Sorry for this mistake, but long-time expected fixes in MP which we're working on requires very deep investigation and changes. Some things can't be located in internal test due to their random or specific nature. Anyway, we have located and fixed this issue as soon as it was possible and there less than 24 hours have pass from 3.009 release till this fix. With Regards IL-2 Sturmovik team.
×