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#161 Jason_Williams

Jason_Williams
  • Producer
  • Posts: 2334
  • Location:Southern California

Posted 26 May 2017 - 09:16

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Dear customers,
 
Today I’d like to share some straight talk with you about our current and future plans for the Sturmovik franchise. I took over as Lead Producer in August 2016 with the goal of improving Sturmovik and bringing it more in line with your original expectations, while at the same time bringing the product’s technology into the future. Matter of fact my goal was to improve, what I call the four key pillars combat simulations – technology, features, content and community. 
 
The past 9-10 months has seen Sturmovik be improved in many ways with new technology, more content and additional features being developed with more still to come. I also hope that some new out-of-game initiatives will further strengthen our small community even more.
 
Our Kuban development phase is going pretty well, but we always have challenges we must overcome due our overall lack of resources relative to our goals. However, we are confident Battle of Kuban will set the standard for WWII themed simulations and give you the simmer many years of enjoyment.
 
So, let’s talk about what happens after Kuban for a moment. When we announced battle of Kuban I made it clear that our intention (assuming it is possible) was to do something different, something many have asked for that would shake up the norm - The Pacific Theater starting with the Battle of Midway. It’s been over a decade since a new Pacific themed product was developed and I hope we can change this. After much research and thought we have come to understand that this will be an extreme challenge for us on every front.
 
It is such a challenge because we need to create large capital ships like aircraft carriers and their accompanying technology as well as create Japanese built airplanes. The Japanese airplanes pose the greatest challenge because we know little about their operation and there is not a lot of detailed documentation in either English or Russian. There is quite a bit in Japanese, but that means we need translators who can helps us which adds to our budgetary expenses in an already tight budget. This has added a new level of complexity we have not dealt with before. This is important to understand because the community has certain expectations of what level of fidelity we can achieve based on our previous products. Meeting those expectations with our Japanese airplanes might be very hard both in the visual realm and in the flight dynamics. For us to make the Pacific product a reality and worthy of the Sturmovik name we need your help. We cannot possibly locate everything we need ourselves.
 
What we need are detailed sources of information about Japanese airplanes such as engines, their systems, weapons and their flight performance in whatever language you can find, but we are especially interested in finding detailed Japanese documents that explain in detail how these planes operated, what their cockpits looked like and their performance. I have started a special section in the forum where you can help us locate such information. If you want to help us please visit this section and contribute.  Please read the instructions I have posted there before you post so we can be efficient. 
 
Additionally, I have posted several “help wanted” posts in our Jobs and Contractors section of the English language forum. We are looking for testers, talented artists and other creative people to help with various aspects of development or community related projects. Please check them out and if you meet the requirements please contact us. 
 
If you like what we have been doing with Sturmovik please consider purchasing all we have to offer or encourage your friends to make a purchase so we can afford the resources we need to venture the Pacific and beyond. We recently began selling Scripted Campaigns made by our own BlackSix. These are excellent campaigns and this kind of fun content helps sustain us during long, expensive development cycles. Please give them a look in our store if you haven’t already. There is no magic solution to our resource issue, we need your continued financial support to get the job done and keep going! 
 
And finally, I can’t leave you without some development shots. This time I present you some more Hs-129 development shots. And don’t worry the Spitfire is coming along as well. It’s just not ready to be shown yet.
 
129_01.jpg 129_02.jpg
129_03.jpg 129_04.jpg
 

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#162 Han

Han
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  • Posts: 594
  • Location:Moscow

Posted 01 June 2017 - 13:05

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Dear pilots,
 
Another week has passed and we're moving further in the development cycle of Battle of Kuban. There is only a bit more than half a year left until its release, so many of its parts start to look final already. The base of the new Career mode is already there: almost all the historical texts are ready as well as squadron insignias, we're working on the cutscenes. Its internal elements - GUI and mission generator patterns - are being filled with content. The flight physics improvements (enhanced fuselage tail modeling that will make the FM even more realistic at unstable flight modes and when there is a strong rudder input) are nearly finished, we plan to release the corrected FM in July. The work on Hs 129 B-2 (we did show you several screenshots with it last week) flight model is started. We just finished reworking the airfields on the Moscow map and in the coming update they'll be prettier at close and medium distances and, most importantly, the performance hit near them will be lower.
TacView API support will be improved as well - in the coming update the sim will export additional parameters and objects like projectiles, bombs, etc., we'll also take additional measures to block an unfair usage of this utility (cheating). New hotkeys for switching between the stations will be added - RShift-0,1,2,3,4,5,6,7,8,9, where RShift-0 moves you to pilot seat and other numbers to different turrets on bigger aircraft like bombers. We've made huge progress on making ship models for Battle of Kuban as well.
 
Sub.jpg
 
And last but not the least, Supermarine Spitfire Mk.Vb is nearly finished - our engineers are polishing its flight characteristics to make them as close to reference as possible while artists are adding final touches to its cockpit textures. Yesterday we completed its skins you can see right now. We hope that the update 2.011 that will give you Spitfire Mk.Vb will be released this month as it was planned initially.
 
00.jpg
01.jpg 02.jpg
03.jpg 04.jpg
05.jpg 06.jpg
07.jpg 08.jpg
09.jpg 10.jpg
 

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  • 66

IL-2 STURMOVIK development manager


#163 Han

Han
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  • Posts: 594
  • Location:Moscow

Posted 16 June 2017 - 11:59

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Hello Everybody,
 
We're finishing our work on 2.011 update. It will bring you another Collector Plane - Supermarine Spitfire Mk.Vb which has been used in Battle of Kuban. These planes were sent to the USSR via the lend-lease program. The update will also include the new historical campaign Blazing Steppe by Alexander =BlackSix= Timoshkov (you can already pre-order on our website).
 
However, in today's Dev Diary we'd like to tell you what will happen after this update - in update 2.012 that will be released later, possibly the end of July or early August. We already told you about the coming huge update of all aircraft (Battle of Moscow, Battle of Stalingrad, Battle of Kuban) flight models which will address such minor effects like oscillations in maneuvers, aircraft banking with full rudder input and control surfaces load changes at different speeds. These peculiarities, while being minor, are caused by deep flight model parameters. Tuning them meant a lot of work, but caused additional positive changes in the flight behavior of every aircraft in our project. We decided it would be the right thing to do to tell you about these changes in advance - what will be changed for each aircraft. We present you the full change list of the coming FM fix (once again, please note that these changes will be published later, in the end of July or early August, in update 2.012).
 
=========CHANGES implemented during 5 months’ work on the FM fix that will be in update 2.012=============
 
Common changes:
 
1. Aircraft stability along the pitch and yaw axes has been reworked. Planes reaction to control surfaces input became much less volatile and closer to reality.
2. Aircraft controllability was tuned simultaneously with the stability in the same control channels. Control surfaces inputs in different flight conditions became more realistic. Aircraft handling became much less 'sharp' and more convenient and predictable.
3. Roll 'dipping' after a full rudder input has been significantly decreased for all aircraft. Flat turns, coordinated side-slipping (straight banked flight with full rudder input for braking) and other maneuvers with side slipping motion at large angles became much closer to real ones.
4. Time of stabilizers and trimmers shift from end to end made more realistic.
5. Trim effectiveness has been corrected for several aircraft to correspond to the updated balance boundaries.
6. Load increase of the control surfaces has been corrected as the speed increases, changing aircraft controllability at various flight speeds and making them function closer to real data.
7. Because of the tuned stability characteristics, aircraft lose directional stability in an event of horizontal surfaces destruction.
8. Because of the tuned stability characteristics, aircraft lose lateral stability in an event of vertical surfaces destruction.
9. Because of the tuned controllability and stability and additional stall tuning, aircraft stall behavior changed. An aircraft sticks less in a spin, spin recovery became easier and more predictable. Therefore, an aircraft behavior during stall and spin became closer to the real thing. If there was a specific spin data available for an aircraft, it was taken into account to make the FM even more accurate (additional details follow below).
10. Thanks to aircraft stability and controllability changes taxiing and take-off and landing runs became more predictable and controllable.
11. Run-down time of the freely rotating landing gear wheels has been decreased by increasing friction values in the wheel bearings.
12. Landing gear brakes friction has been increased, making the aircraft stopping and holding while revving the engine(s) easier.
13. Air flow at beyond-stall AoA is now modeled better, making bobbling and shaking during a stall more realistic.
14. Control surfaces buffeting values at high flight speeds have been tuned: amplitudes were lowered, frequencies increased.
15. Flight stick and pedals shifting speed became slower even more due to increased load at high flight speeds.
16. Oscillation delay time of the sideslip indicator (the small ball) has been corrected.
17. Aircraft fragments behavior (unnaturally smooth fall of detached ailerons, elevators, rudders, etc.) has been corrected, especially at high speeds.
 
Additional clarification on fixes of Soviet planes:
 
LaGG-3 series 29:
1. Landing gear physics model has been revised. Now the aircraft is much less prone to 'circling', it is now possible to turn at 15-25 km/h speed without using brakes.
2. Take-off characteristics in crosswinds improved.
3. Pedals load at various flight conditions has been corrected (significantly increased at low speeds and significantly decreased at high speeds).
4. Pitch balance and its dependence on the flaps have been corrected.
5. Rudder, elevator and ailerons trim shift time from end to end increased from 6 to 8 seconds.
6. Elevator trim effectiveness has been decreased.
 
La-5 series 8:
1. Landing gear physics model has been revised. Now the aircraft is much less prone to 'circling', it is now possible to turn at 15-25 km/h speed without using brakes.
2. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
3. Pitch balance and its dependence on the flaps have been corrected.
4. Rudder, elevator and ailerons trim shift time from end to end increased from 6 to 8 seconds.
5. The aircraft stall behavior has been corrected using the data available. The stall in a level flight doesn't end in a spin, the aircraft proceeds to 'pancake', keeping the roll controllability. In a case of intentional spin entry, spin recovery requires intensive rudder input while failure to give it can result in a significant spin recovery delay.
 
I-16 type 24:
1. Pitch balance and its dependence on the landing flap have been corrected.
2. Flight stick load along the roll axis at medium and high flight speeds has been slightly increased.
3. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
4. Extended landing flap pitches the aircraft up significantly, on the glide path this must be compensated by flight stick movement forward.
5. Stall speed with the landing flap and gear extended is 3-4 km/h lower than with them retracted.
6. The aircraft stall behavior has been checked using the data available. The stall readily results in a spin, spin recovery requires intensive rudder input while failure to give it can result in a significant spin recovery delay.
 
MiG-3 series 24:
1. Roll rate at various flight conditions has been corrected (decreased at medium and high speeds).
2. Pitch balance and its dependence on the flaps have been corrected.
3. Elevator trim effectiveness has been decreased.
4. Elevator and rudder trim shift time from end to end increased from 6 to 8 seconds.
5. Flight stick load along the roll axis at high flight speeds has been slightly decreased.
6. Pedals load at various flight conditions has been corrected (significantly increased at low speeds and significantly decreased at high speeds).
7. The aircraft stall behavior has been corrected using the data available. The stall in a level flight readily ends in a spin, spin recovery doesn't require much effort.
 
Yak-1 series 69/127:
1. Pitch balance has been corrected.
2. Flight stick load along the pitch axis has been increased at high flight speeds.
3. Flight stick load along the roll axis has been corrected at any flight speeds.
4. Pedals load at medium and high flight speeds has been increased significantly.
5. Elevator trim shift time from end to end increased from 6 to 8 seconds.
6. Elevator trim effectiveness has been decreased.
7. The neutral roll position of the flight stick that was incorrect for joysticks without FFB has been corrected.
8. The aircraft stall behavior has been checked using the data available. The stall readily results in a spin, spin recovery requires intensive rudder input while failure to give it can result in a significant spin recovery delay.
 
P-40E-1:
1. Pitch balance and its dependence on the landing flaps has been corrected.
2. Pedals load at various flight conditions has been corrected (slightly increased at low speeds and decreased at high speeds).
3. The landing flaps drag has been decreased.
4. The aircraft stall behavior has been corrected using the data available. The stall in a level flight doesn't end in a spin, the aircraft proceeds to 'pancake'.
 
IL-2 mod. 1941/42/43:
1. Flight stick and pedals load at any flight speeds have been increased significantly.
2. Elevator trim shift time from end to end increased from 6 to 8 seconds.
3. The number of complete revolutions of the elevator trim handle in the cockpit has been increased.
4. The aircraft stall behavior has been corrected using the data available. The stall in a level flight doesn't end in a spin, the aircraft proceeds to 'pancake'. The stall in a turn ends in a spin.
 
Pe-2 series 35/87/110:
1. Pitch balance and its dependence on the landing flaps have been corrected.
2. Propellers backwash influence on the aircraft has been decreased.
3. Elevator trim effectiveness has been decreased.
4. Rudder, elevator and ailerons trim shift time from end to end increased from 6 to 8 seconds.
5. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
6. Flight stick load along the pitch axis has been increased at any flight speeds.
7. Pe-2 series 87 water radiators increase drag correctly as they are opened (previously the left engine radiators didn't increase drag while the right engine radiators affected the drag for both engine nacelles).
 
Additional clarification on fixes of German planes:
 
Bf 109 E-7:
1. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.2. Flight stick load at any flight speeds has been corrected (increased at low speeds and decreased at high speeds).
3. Flight stick load along the roll axis at high flight speeds has been increased.
4. Pedals load at medium and high flight speeds has been increased significantly.
5. Horizontal stabilizer shift time from end to end increased from 5 to 15 seconds according to the reference video.
6. Flaps extension time increased from 15 to 20 seconds according to the reference video.
7. The aircraft flight model is corrected to correspond to other aircraft FM (its difference was caused by attempts to fix the roll issues quickly).
8. Pushing the flight stick forward abruptly is less likely to cause an inverted snap roll or reverse spin.
9. The aircraft stall behavior has been corrected using the data available. The stall danger in a turn if an excessive flight stick input has been given is minimal.
 
Bf 109 F-2/F-4/G-2/G-4:
1. Their roll rate at various flight conditions has been corrected (decreased at medium and high speeds).
2. Pedals load at high flight speeds has been decreased.
3. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
4. Horizontal stabilizer shift time from end to end increased from 5 to 15 seconds according to the reference video.
5. Flaps extension time increased from 15 to 20 seconds according to the reference video.
6. Flight stick load along the pitch axis has been increased at low and medium flight speeds.
7. Flight stick load along the roll axis at medium and high flight speeds has been increased significantly.
8. Pedals load at low and medium flight speeds has been increased.
9. Pushing the flight stick forward abruptly is less likely to cause an inverted snap roll or reverse spin.
10. The additional research on the aircraft stall has been performed using the data available. It stalls in a turn if an excessive flight stick input has been given. Spin recovery doesn't require much effort.
 
Fw-190 A3/A4:
1. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
2. Flight stick load along the roll axis has been slightly corrected at any flight speeds.
3. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
4. The additional research on the aircraft stall has been performed using the data available. It stalls in a turn if an excessive flight stick input has been given. The stall starts very quickly after pre-stall buffeting.
 
MC.202 series VIII:
1. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
2. Flight stick load along the pitch axis has been decreased at high flight speeds.
3. Flight stick load along the roll axis has been corrected at any flight speeds.
4. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
5. Horizontal stabilizer shift time from end to end increased from 5 to 15 seconds.
 
Ju 87 D-3:
1. Pitch balance and its dependence on the flaps have been corrected.
2. Flight stick load along the pitch and roll axes and pedals load have been increased at high flight speeds.
3. Rudder and elevator trim shift time from end to end increased from 6 to 8 seconds.
4. Elevator trim effectiveness has been decreased.
5. Propeller backwash influence on the aircraft has been increased (now more rudder input is required during a take-off run).
 
Bf 110 E-2/G-2:
1. Course stability while taxiing has been improved.
2. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
3. Propellers backwash influence on the aircraft has been decreased.
4. Pedals load at medium and high flight speeds has been decreased.
5. Flight stick load along the pitch axis at medium and high flight speeds has been increased.
6. Elevator trim effectiveness has been decreased.
7. Rudder and elevator trim shift time from end to end increased from 6 to 8 seconds.
8. Engine nacelles drag correctly increases as they are damaged.
9. The aircraft is much less controllable at high AoA, now it stalls uncontrollably if you attempt extreme maneuvers.
10. The rotation rate in a flat turn is set according to the reference.
11. Aircraft stall in a level flight is much 'softer', without the tendency to enter a spin, as described in the reference article.
 
He 111 H-6/H-16:
1. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
2. Flight stick load along the roll axis at high flight speeds has been decreased.
3. Pedals load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
4. Flight stick load at various flight conditions has been corrected (increased at low speeds and decreased at high speeds).
5. Elevator, rudder and ailerons effectiveness has been decreased.
6. Rudder and ailerons trim shift time from end to end increased from 6 to 8 seconds.
7. Elevator trim shift time from end to end increased from 7 to 8 seconds.
8. Course stability while taxiing has been improved.
9. An issue with He-111 H6 roll trim after the right aileron loss has been fixed.
10. Water and oil radiators increase drag correctly as they are opened (previously the left engine radiators didn't increase drag while the right engine radiators affected the drag for both engine nacelles).
11. Engine nacelles drag correctly increases as they are damaged.
12. The misalignment of the animated and physical (true) position of the landing gear during its extension and retraction has been removed.
 
Ju 88 A-4:
1. Pitch balance and its dependence on the flaps have been corrected.
2. Flight stick load along the pitch axis at any flight speeds has been increased.
3. Flight stick load along the roll axis at high flight speeds has been decreased.
4. Pedals load at high flight speeds has been significantly decreased.
5. Elevator trim effectiveness has been decreased.
6. Rudder trim shift time from end to end increased from 6 to 8 seconds.
7. Ailerons trim shift time from end to end increased from 5 to 8 seconds.
8. Engine nacelles drag correctly increases as they are damaged.
9. Bottom turret drag correctly increases as it's damaged.
 
Ju 52/3mg 4e:
1. Pitch balance and its dependence on the horizontal stabilizer and flaps have been corrected.
2. Flight stick load along the pitch axis at medium and high flight speeds has been slightly increased.
3. Pedals load at medium and high flight speeds has been significantly decreased.
4. Engine nacelles drag correctly increases as they are damaged.
 
============================
 
To add a bit of visuals after this wall of text, we'll show you the Hs 129 B-2 paint schemes prepared by community enthusiast I./ZG1_Panzerbar:
 
00.jpg 01.jpg
02.jpg 03.jpg
04.jpg 05.jpg
06.jpg 07.jpg
08.jpg 09.jpg
10.jpg 11.jpg
12.jpg 13.jpg
14.jpg 15.jpg
 

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IL-2 STURMOVIK development manager


#164 Gavrick

Gavrick
  • Developer
  • Posts: 42

Posted 22 June 2017 - 11:30

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Hello everyone!
 
So, let's talk about Supermarine Spitfire Mk.VB. It took off for the first time in December 1940. Spitfires V were relatively old planes by the time the battle of Kuban begun in Spring 1943.
 
"VB" variant was armed with two 20 mm Hispano Mk. II guns and four Browning .303 machine guns. The guns were magazine-fed, 60 rounds per gun, while machine guns had 350 rounds per gun. The lend-lease aircraft sent to the USSR did not have bomb-carrying capabilities, some other equipment was also removed - gun camera, landing lights, IFF transponder, etc. Thanks to this, the aircraft became lighter roughly by 40 kilograms. The special snowguard was installed in front of the engine supercharger to protect it from dust or snow while taking off. Most of the planes sent to the USSR had Merlin 46 engine, but roughly one-fifth of them was equipped with Merlin 45. They differed by critical altitudes - Merlin 46 was designed for higher altitudes like 4-5 kilometers, where it was more powerful, but it was  80-100 HP weaker than Merlin 45 near the ground. Our sim will represent both engines (Merlin 45 will be a modification).
 
Spitfire instruments are similar to other planes, but there were some peculiarities. It was equipped with the rudder and elevator trimmers and the elevator trimmer position was shown on the instruments panel. The pitch up range of the trimmer is three times larger than pitch down.
 
The engine-propeller combination is controlled by the throttle, the automatic pressure limiter switch, the propeller control unit and the mixture control assembly. The throttle is linked to the automatic supercharger: when the throttle is set to any position from 1/3 to full, it sets a pressure supported by the supercharger from -7 to +12 pounds per square inch (PSI) relative to one atmosphere pressure. So 760 mmHg boost equals to 1 ATA and to +0 position on the British boost indicator. The automatic pressure limiter can be turned off to maintain constant +16 boost regardless of the throttle position. The automatic mixture controller maintains the optimal mixture setting if its control level is in the forward position or leaned mixture to save fuel if its control level is in the back position. The mixture control system has been removed on later Spitfires.
 
Water radiator is controlled by the lever to the left of the pilot seat which has six fixed positions and is set to 40% by default.
 
The fuel gauge indicates the amount of fuel left in the feeder (bottom) tank when the fuel gauge button is pressed. In the sim, the pilot automatically presses the button twice in a minute if he doesn't do active maneuvering. The amount of fuel left in the upper fuel tank can't be indicated.
 
Spitfire is equipped with a siren that warns a pilot if the throttle is set to a low position with the landing gear retracted. It turns off when the pilot either lowers the landing gear or increases the throttle or turns it off manually (in our sim the pilot turns the siren off after 3-5 seconds on its own).
 
The sideslip indicator isn't a small ball like on other planes, but an arrow. It functions essentially the same - there is a pendulum behind the instruments panel attached to this arrow.
 
The aircraft is equipped with two compasses - magnetic and gyro ones. Gyro compass should be caged up on the ground and while doing aerobatics (in the sim the pilot does on its own). There is a flight timer on the clock that is turned on by the pilot on its own after takeoff and turned off after landing. Upper and bottom formation lights can be turned on simultaneously or independently (RAlt+L).
 
The horizontal marks on the collimator gunsight are adjustable, so you can use it like a rangefinder. To do this, enter the target distance in yards and the target base (its wingspan) in feet by pressing RAlt + <, RAlt + >, RAlt + ; and RAlt + /. There is a sun filter on the gunsight.
 
While taxiing, keep in mind that Spitfire has narrow landing gear and large wings stuffed with weapons and ammunition, so they may touch the ground if you attempt a sharp turn, it also tends to 'circle'. On the other hand, it is stable on the runway during takeoff or landing. Its tail wheel rotates freely and does not have a lock.
 
Take off should be made at 3000 RPM and +12 boost with the landing flaps retracted. When airborne, reduce the boost to +9 and RPM to 2850 and climb in this mode.
 
The elevator is very sensitive and has very small stability reserve (the aircraft has a neutral static stability), so control the plane by gentle flight stick movements and don't overdo it. The pre-stall warning shake comes early, but if you continue to pull the flight stick and don't move it forward, the plane may stall and spin even at high speed. Flight manual says that you may enter spin only by a written permission of your squadron commander. Having the papers ready, enter the spin bravely - to recover from the spin, setting the control surfaces to the neutral position is enough usually.
 
As we mentioned above, the aircraft has a neutral static stability. Therefore, the balanced flight stick position doesn't change during level flight while accelerating or decelerating. However, due to the elevator peculiarities, the flight stick load will change and the pilot should push the stick forward harder as the speed increases. That's why the elevator trimmer has the large pitch down range. The elevator effectiveness is high, so any trimmer position could lead to high-g accelerations (and force pilot to blackout rapidly) at higher speeds in spite of the limited control surfaces effectiveness at high speeds.
The aircraft, especially untrimmed, should be controlled carefully at high speeds, not giving too much flight stick input since the high-g accelerations can potentially lead to a catastrophic structural failure.
 
The aircraft becomes somewhat unstable with extended landing flaps, but in spite of this, it is easy to land. It's recommended to keep 95-100 MPH speed on the glide path.
 
To summarize, Spitfire is a maneuverable, relatively easy to control and decently armed aircraft. However, its maneuverability (that comes from its large wing surface of 22.5 square meters, while Soviet fighters had ~17.5 sq.m. and Bf 109 had 16.2 sq.m) comes with the price of modest maximal speed near the ground.
 
 

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  • 64

#165 Jason_Williams

Jason_Williams
  • Producer
  • Posts: 2334
  • Location:Southern California

Posted 30 June 2017 - 11:24

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Hello Pilots,

 

I have been in Moscow all week with the team working on many things both current and future. Before I head home to California I want to share some images of the Spitfire cockpit and our new shadow tech. You heard right, our shadows have been re-worked and they look awesome!! They are sharper, your plane projects its own shadow on the ground while in the cockpit and objects such as trees and buildings and vehicles cast their own dynamic shadows on everything! We’ve also increased the distance at which shadows are drawn. This makes the scenery like villages and ground combat environments looks even more realistic. And shadows in cockpits will also be sharper with all details casting shadows. When everything is in motion is just looks great.

 

Shad_cpt_1.jpg  Shad_cpt_2.jpg  Shad_cpt_3.jpg

 

Shad_tree_1.jpg  Shad_tree_2.jpg  Shad_tree_3.jpg

 

You’ll also be able to choose different shadow settings for performance reasons and you can also turn them off completely if you need to. Our tests show that the new shadows are not a huge performance hit, but we won’t know the full effect until it enters beta. It should be noted that the shadows will be released in the 2.012 update, not the soon to be released 2.011 update. Also, in the pics below the Spitfire images do not include the new shadows.

 

Below you will find our first real images of the completed Spitfire cockpit. It was a challenge to build, but it turned out very nice. It’s quite colorful compared to Soviet cockpits. We think you will enjoy the Spitfire a lot.

 

And finally, we have addressed an old complaint and adjusted the contrast of our dials and gauges making them easier to read and more useful which increases the feeling of being there.  

 

Spit_1.jpg  Spit_2.jpg  Spit_3.jpg

 

AND DONT FORGET WE HAVE A MASSIVE SUMMER SALE IN PROGRESS UNTIL JULY 5TH!

https://il2sturmovik.com/store

 

Enjoy your weekend everyone!

 

Jason

 

You can discuss the news in this thread.


  • 65

#166 Han

Han
  • Project manager
  • Posts: 594
  • Location:Moscow

Posted 14 July 2017 - 16:49

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Hello Everybody,
 
We have a couple new shots for you based on this week results - boats and ships on the Kuban map. The work on the flight model improvements continues and is now at its final stage - we're teaching the AI how to control the aircraft with the new FM and implementing mouse controls for it (as you may already know, both the AI and our mouse controls in our project use the real thing, full FM, not a simplified one).
 
Kuban map development is nearly finished and we plan to show you new screenshots of it next week. The new shadows tech we told you in the previous Dev Blog is ready for testing and debugging. Overall, the update 2.012 we expect to publish in the end of August is going to be one of the biggest and most important updates for our product.
 
And today we'd like to show you several screenshots of the Battle of Kuban ships: they are nearly finished and will be also uncluded in 2.012 update along with the Kuban map:
 
01.jpg 02.jpg
03.jpg 04.jpg
05.jpg 06.jpg
07.jpg 08.jpg
 

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  • 53

IL-2 STURMOVIK development manager


#167 Jason_Williams

Jason_Williams
  • Producer
  • Posts: 2334
  • Location:Southern California

Posted 21 July 2017 - 06:35

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165

 

Hello Pilots,

 

In this Dev. Diary we'd like to share with you many never before seen screenshots of the Kuban map as it nears completion. It's simply awesome and sets a new standard for Sturmovik map making. We hope you enjoy them. And progress continues as we continue to work on and testing and implementing the FM changes and new shadow technology mentioned earlier. The screens below show our old shadow technology for now.  

 

IL2_BOK_scr_001.jpg  IL2_BOK_scr_002.jpg  IL2_BOK_scr_003.jpg

IL2_BOK_scr_004.jpg  IL2_BOK_scr_005.jpg  IL2_BOK_scr_006.jpg

IL2_BOK_scr_007.jpg  IL2_BOK_scr_008.jpg  IL2_BOK_scr_009.jpg

IL2_BOK_scr_010.jpg  IL2_BOK_scr_011.jpg  IL2_BOK_scr_012.jpg  

IL2_BOK_scr_013.jpg  IL2_BOK_scr_014.jpg  IL2_BOK_scr_015.jpg

IL2_BOK_scr_016.jpg  IL2_BOK_scr_017.jpg  IL2_BOK_scr_018.jpg

IL2_BOK_scr_019.jpg  IL2_BOK_scr_020.jpg

 

AND DONT FORGET WE HAVE A 40% OFF BOM PROMO IN PROGRESS UNTIL AUGUST 7TH!

https://il2sturmovik.com/store

 

Enjoy your weekend everyone!

 

Jason

 

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  • 97

#168 Han

Han
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Posted 28 July 2017 - 14:30

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Hello everybody,
 
as you of course remember, one of the key new features of Battle of Kuban is the new gameplay mode - Career. In this mode, you'll build your character, a military pilot. His career will develop day by day in the chosen theatre of war. Each morning (except the days with non-flying weather), the plan for the day is set and the outcome of an each sortie influences your squadron (the pilots can be wounded, lost, the aircraft can be damaged, etc.). The player character will participate in some of the sorties, while the results of other ones will be generated automatically based on the overall frontline situation, how experienced the AI pilots are and which aircraft with what armament they have, weather conditions and so on.
 
At the end of the day, all pilots stats are updated and in the course of the following days, they could be awarded and advance in rank. When the player character becomes the regiment commander, new tools are given to him during the planning phase to assign other pilots to a mission, set up their aircraft, weaponry, fuel and plot the flight route.
 
One of the planned features of the Career mode are historically correct weather conditions for each day (averaged for the theater of war), squadrons positions and what aircraft they had. The daily tasks reflect what the squadron was up to during the set timeframe. Overall, this mode will let you learn more about the battle of Kuban (and Moscow and Stalingrad).
 
At the beginning of our work on the Career mode, we performed a huge research on squadron histories and the community helped us in this endeavor. In addition, we found almost all German squadron emblems. In Soviet tradition, the air force regiments didn't have emblems, so we decided to use their banners instead. Take a look at some of the emblems and banners you'll see in the game after the Career mode release:
 
Sov_01.jpg Sov_02.jpg Sov_03.jpg
Ger_01.png Ger_02.png Ger_03.png
 
Note from Jason - A very special thanks to our friend Isaac aka 10.N./ZG1_SPEKTRE76 for his help in researching and creating the German squad emblems. We very much appreciate it.
 
Now onto other neat things. Since our map of Kuban includes a significant chunk of the sea, we decided to improve how various warships look in our engine. First, we used more complex materials for 3D models of the ships (some of the screenshots of them were published in the Dev Blog #164).
 
Second, since the torpedo boats were widely used in the Black Sea, we're developing the new torpedo tech. Anticipating a question you're probably going to ask, we're making the new tech suitable for supporting aircraft-launched torpedoes in the future. Such aircraft are not planned for Battle of Kuban, but it's possible that they will appear later, so we always try to make new technologies as universal as possible.
 
Third, we invested into improved physics, graphical effects and some other minor stuff for the ships. Here's a short video that shows the result (please note that the sound is WIP and not finished yet):
 
 
In the end, we can tell you that we plan to release the update 2.012 at the very end of August - as it turns out, it will be a humongous update with many very big and important additions that affect the entire project. It's too early to publish the complete change list since some of the tasks can take longer to finish, but at the moment everything is looking fine and we hope the update 2.012 will contain everything we planned for it.
 

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#169 Han

Han
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Posted 10 August 2017 - 16:00

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Hello everyone!
 
Today we present you a small report on the progress of our "Battle for the Kuban" project. At the moment, work is almost completed on the improved flight models and work on the map of Kuban is also in the final stage. The Hs -29 B-2 ground attack plane will be finished in a couple of weeks. Its flight model and cockpit textures are being finalized and we will be able to present it to you soon. Work on the new shadow technology has been completed and settings for the increased quality has been added to the GUI. We’ve added an even sharper setting recently that allows the shadows in the cockpit to become even more detailed than what we showed you earlier. Also, the distance of the shadows in the landscape has been increased to twice as far. Thus, in total, depending on the field of view of the camera, the range of shadow rendering at the highest setting will exceed the existing one by several times. Of course, this setting is quite demanding on PCs, however, on top-end video cards, the FPS continues to be quite high with the maximized settings. For less powerful video cards there will be 4 more levels to adjust the quality of shadows. You can to choose the balance of image quality and performance that’s best for you. 
 
1.jpg 2.jpg
 
We have also undertaken a very serious and effective effort to improve the visualization of the sea in all ranges - near, middle and far.
Work on the new "Career" mode is also in full swing. At the moment, the programming portion is 90% complete and the work on filling this new game mode of content has started. We expect that during the continued process of this work we will be able to create an interesting and fun Career mode for you with some other small technical improvements included.
 
rank_ger.jpg rank_sov1.jpg captain.jpg
 
As the saying goes - A picture is worth a thousand words! So here is a small in-flight video over the Gelendzhik bay in which you can see some features of the Kuban map such as the improved sea visualization, new shadows in the cockpit and some others:
 
 

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#170 Han

Han
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  • Location:Moscow

Posted 18 August 2017 - 17:35

 
Hello everybody,
 
While we're making Battle of Kuban, community enthusiasts III/JG2_Gustav05 and I./ZG1_Panzerbar were also busy making the Bf 109 F-4 and Ju 87 D-3 skins even more historically accurate and adding minor details and peculiarities. In addition, I./ZG1_Panzerbar updated the Fw 190 A-5 default skin. You can see the result of their work on the screenshots below. Most of them were taken in the skies over Kuban so you could see how diverse it is. And all this is just Summer textures, while Spring and Autumn versions of the map will be included too.
 
0. Bf 109 F-4, default camo.
Stanitsa Timashevskaya fields, northern part of the map
109_00_Timashevskaya.jpg
 
1. Bf 109 F-4, default winter camo.
Winter Stalingrad map
109_01_Stalingrad.jpg
 
2. Bf 109 F-4, experimental Hungarian Pattern (three-colored, vertical stripes).
Black sea limans (lagoons) near stanitsa Blagoveschenskaya, Temryuk peninsula
109_02_Temruk_Lemans.jpg
 
3. Bf 109 F-4, Fw. Eberhard von Boremski, 9./JG3, Chuguev, May 1942.
Caucasus foothils, stanitsa Abenskaya
109_03_Abinskaya.jpg
 
4. Bf 109 F-4, Ofw. Rudolf Müller, 6./JG5, Petsamo, August 1942.
Caucasus ravines, Indyuk settlement
109_04_Induk.jpg
 
5. Bf 109 F-4, Fw. Ernst Schultz, 8./JG5, Petsamo, March 1943.
Azov sea limans (lagoons) near Tchaikino, Temryuk peninsula
109_05_Chaykino.jpg
 
6. Bf 109 F-4, Hptm. Hans Joachim Marseille, 3./JG27 commander, Quotaifiya, Egypt, September 1942.
Krasnodar southern outskirts
109_06_Krasnodar.jpg
 
7. Bf 109 F-4, Maj. Hanns Trübenbach, Stab./JG52 commander, Bukharest-Pipera, September 1941.
Tschikhskoye reservoir on Kuban river, stanitsa Voronezhskaya
109_07_Voronezhskaya.jpg
 
8. Bf 109 F-4, Lt. Hermann Graf, 9./JG52 commander, Kharkov, May 1942.
Forest patch near Ivachovskoye settlement
109_08_Ivachovskaya.jpg
 
9. Bf 109 F-4, Hptm. Hans Philipp, Stab I./JG 54 commander, Krasnogvardeysk, June 1942.
Lower Pshish river near stanitsa Bzhedukhovskaya
109_09_Bjedykhovskaya.jpg
 
10. Bf 109 F-4, Lt. Hans Beißwenger, 6./JG54, Rjelbitzi, June 1942.
Black sea coast near Gagry settlement
109_10_Gagry.jpg
 
11. Bf 109 F-4, Oblt. Max-Helmuth Ostermann, 8./JG54 commander, Siwerskaja, May 1942.
Winter Stalingrad map
109_11_Stalingrad.jpg
 
12. Bf 109 F-4, Major Gordon Gollob, Stab./JG77 commander, Oktyabrskoye, Crimea, June 1942.
Gorge near Krasnaya Polyana settlement
109_12_KrasnayaPolyana.jpg
 
13. Bf 109 F-4, Oblt. Heinrich Setz, 4./JG77 commander, Kastornoje, August 1942.
Aibga ridge
109_13_AibgaRift.jpg
 
14. Bf 109 F-4, Oblt. Kurt Ubben, 8./JG77 commander, Chaplinka, October 1941.
Mountain Tchugush
109_14_ChugushMountain.jpg
 
0. Ju 87 D-3, default camo.
Novorossiysk port
87_00_Novorossiysk.jpg
 
1. Ju 87 D-3, default winter camo.
Winter Stalingrad map
87_01_Stalingrad.jpg
 
2. Ju 87 D-3, Lt Gerhard Martens, 8./St.G.1 pilot, Velikiye Luki, December 1942.
Winter Stalingrad map
87_02_Stalingrad.jpg
 
3. Ju 87 D-3, 1./V.Kdo für Panzerbekämpfung, Bryansk, January 1943.
Winter Stalingrad map
87_03_Stalingrad.jpg
 
4. Ju 87 D-3, Hptm. Bruno Dilley, Gr.Kdr., Stab I./St.G.2, Stalingrad, Autumn 1942.
Kerch port
87_04_Kerch.jpg
 
5. Ju 87 D-3, Hptm. Ernst Kupfer, Gr.Kdr., Stab II./St.G.2, Stalingrad, Autumn 1942.
Tuapse port
87_05_Tuapse.jpg
 
6. Ju 87 D-3, Hptm. Gustav Pressler, Gr.Kdr., Stab III./St.G.2, Stalingrad, January 1943.
Winter Stalingrad map
87_06_Stalingrad.jpg
 
7. Ju 87 D-3, 2./SG 2, Nikolayev, February 1944.
Winter Stalingrad map
87_07_Stalingrad.jpg
 
8. Ju 87 D-3, Gyula Pénzes, 2/2 zb.szd., Kharkov, Summer 1943.
Sochi valley
87_08_Sochi.jpg
 
9. Ju 87 D-3, Alfons Auner, Esc. 73 Pikaj, Mariupol, August 1943.
Krasnodar at evening
87_09_Krasnodar.jpg
 
10. Ju 87 D-3, 207 Sq. 103, Gr.Aut. Tuffatori, Chilivani, May 1943.
Anapa at dusk
87_10_Anapa.jpg
 
0. Fw 190 A-5, default camo.
Kerch straight
190_00_Penisuela.jpg
 

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#171 Han

Han
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Posted 24 August 2017 - 22:17

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Hello Everyone!
 
We approach the next milestone. Tomorrow we plan to begin testing if the release candidate version 2.012, which, as we said earlier, will include very significant innovations like:
- German twin-engined attack aircraft Hs 129 B-2,
- Kuban map;
- New technology of shadows with extended range, clarity and detail in the cabin and flexible settings;
- The updated flight model of all the aircraft of the IL-2 project, the planes will be more stable in the airflow, more properly respond to glide and a huge number of other changes in the flight physics;
- Improved morning / evening mist visualization;
- Improved visualization of armored glass on all aircraft of the project;
- Updated set of official aircraft colors Bf 109 F-4 and Ju 87 D-3.
 
Speaking of the plane Hs 129 B-2, it should be noted that this is an extremely interesting aircraft with many features. Firstly, this is the first twin-engine single-seat aircraft in our project. Secondly, it is equipped with French production air-cooled engines  Gnome-Rhone 14M, with automatically adjustable oil coolers and a constant speed screw (2750 rpm) with the possibility of manual direct control of the pitch of the screw and the mode of feathering. The airplane is equipped with flaps with a hydraulic smooth extending system, which includes a special metering cylinder for extending flaps right to intermediate take-off position.
 
Hs129_01.jpg Hs129_02.jpg
 
In the cockpit there is a folding armored seat for easy getting in the aircraft. The instruments for monitoring engine parameters are installed directly on engine cowls, outside the cabin. Front firing weapons of the aircraft are installed in the central part of the fuselage, behind the cockpit, and fire through special channels along the sides of the cabin. Despite the tightness, the configuration of the cockpit canopy provides the pilot with an excellent front-to-bottom visibility, which is extremely important for the attack aircraft. Collimator sight is installed very unusually - outside the canopy, in front of the armored windscreen, which is also unusual in itself because it has a curved shape with a multilayer structure. The "Revi C/12D mit Zieleinrichtung" gun sight is equipped with a special mechanical sighting device for level bombing at fixed altitudes and speeds; How to use it in detail is shown in the images below.
 
gersight_0.jpg
gersight_010.jpg gersight_050.jpg
gersight_100.jpg gersight_200.jpg
 
Well, finally, this is the first aircraft in our project that carries 30 mm cannonin the form of an optional under-fuselage mounted gun MK 101 or MK 103. Also a under-fuselage gunpod with 4 MG-17 machine guns can be mounted, bringing the total amount of front firing weapons to 8 with a common rate of fire up to 9200 rounds per minute, and ammunition up to 6,500 rounds.
 
Hs129_03.jpg Hs129_04.jpg
Hs129_05.jpg Hs129_06.jpg
 
In total, version 2.012 will be one of the most important milestones in the history of the Il-2 project. Of course, with so many changes, there may be some shortcomings that we weren't able to find during testing, but we hope that their amount will be minimal and will not hamper the pleasure that you will undoubtedly get in the process of getting acquainted with this update.
 
Type2B_01.jpg Type2B_02.jpg
 

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#172 Han

Han
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Posted 08 September 2017 - 13:50

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Hello everybody,
 
since 2.012 release, more than a half of Battle of Kuban content is available in Early Access already. We have three aircraft left to release (P-39L-1, A-20B, Yak-7B series 36) and two game modes (Career and Coop), but since the 2.012, we're positive they will be ready on time. Career mode is almost finished from a technical point of view and it is being filled with data. The main guy who works on it is Victor =FB=ViKs Sechnoy, he has a vast experience and we're sure you'll like the result. At the moment, Victor is working on mission contents - we'll try to keep all the best things you may have enjoyed in BoS and BoM dynamic campaign and Rise of Flight career while adding new things that will improve the diversity of tactical situations and mission tasks. Jason and his team of enthusiasts have nearly finished the work on the career texts while our old friend Dmitry =choybolsan= Kulikov finished drawing the squadron emblems and banners. We still have a lot to do before the end of the year, but the momentum we gained as a team makes us sure we will be successful.
 
The physical models of the three remaining aircraft are in the making for some time already; Yak-7B 3D model is nearly finished and we'll be able to show you its screenshots next week. The exterior model of A-20B has been finished some time ago (its screenshots are in the Dev Diary #158), but its cockpits take much time to make. Today we'll show you the WIP screenshots of the real symbol of the Battle of Kuban, the fighter on which Alexander Ivanovich Pokryshkin, one of the most successful Allied aces and the highest scoring pilot flying any American fighter design in history, became famous: Bell P-39 Airacobra. This aircraft brings two new American weapons into our project arsenal: 7.62mm Browning M2 .30 and 37mm Browning M4 autocannon. These graphs show how close to the reference data we were able to recreate the ballistics of their AP rounds:
 
Result_762.jpg Result_37.jpg
 
M2 .30 machine gun has good fire rate (1350 shots per minute) and muzzle speed (845 meters per second), close to German MG 17. However, there will be an option in the game to remove 7.62 guns, their ammo and the rear armor plate that protected the oil reservoir, reducing the total weight of the aircraft by 200 kilograms, its time of turn and improving its vertical maneuverability.
 
37mm M4 autocannon is similar to German 20mm MG-FF by design - its fire rate and muzzle speed were sacrificed to reduce the weight of the gun and its recoil. These compromises improved the burst fire accuracy but greatly hampered the anti-armor effectiveness (the armor penetration of this gun is 29mm at 500m). Because of this, AP ammo for these guns wasn't supplied to USSR via the lend-lease program in adequate quantities, so AP loadout will be an optional modification in the game. Primarily, 37mm M4 autocannon in the sim will be a weapon of choice against large air targets, and HE rounds are the best for this task.
 
1.jpg 2.jpg 3.jpg
 

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#173 Han

Han
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Posted 15 September 2017 - 13:52

 
Hello everybody,
 
As promised earlier, this week we'll show you another Allied fighter that participated in the Battle of Kuban - Yak-7b series 36. This aircraft had an unusual story: being a one-seat fighter, it was actually converted from two-seat training plane Yak-7 by removing the rear cockpit. However, this wasn't a field modification of existing planes, Yak-7b was mass produced. The war started badly for the USSR, so it was decided to use the existing Yak-7 assembly lines to produce Yak-7b model with minimal production changes needed. Later, the upgraded Yak-7b became Yak-9, the most produced Soviet fighter of WWII era.
 
z01.jpg z02.jpg
z03.jpg z04.jpg
 
Speaking of its weaponry, it is an up-gunned version of Yak-1: 20mm ShVAK engine cannon and two synchronized 12.7mm UBS machine guns installed on the engine cowling could be complemented by two 50kg or 100kg bombs to engage ground targets. The increased firepower is the main advantage of Yak-7b compared to Yak-1.
 
00.jpg
01.jpg 02.jpg
03.jpg 04.jpg
05.jpg 06.jpg
07.jpg 08.jpg
09.jpg 10.jpg
11.jpg 12.jpg
 

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#174 Jason_Williams

Jason_Williams
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Posted 22 September 2017 - 21:50

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Dear Pilots,
 
Today is a very simple Developer Diary. Some images of the A-20B cockpit for you. We hope you enjoy.
 
A-20_CP_1.jpg  A-20_CP_2.jpg
A-20_CP_3.jpg  A-20_CP_4.jpg
A-20_CP_5.jpg

 

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#175 Han

Han
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Posted 28 September 2017 - 14:35

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Hello everybody,
 
In general, the work is proceeding as planned. All three remaining Battle of Kuban planes (Yak-7b, P-39L and A-20B) are in Engineers department now. P-39L and A-20B 3D cockpits are being made and textured, while the 3D model of Yak-7b is finished. In the meantime, the new Career mode is being filled with a lot of content:
 
- It includes all the three battles depicted in our project: Battle of Moscow, Battle of Stalingrad and Battle of Kuban:
- Battle of Moscow consists of 200 days starting from October 2nd, 1941, when the German offensive began at large, and ending on April 20th, 1942, when the Russian counteroffensive stopped at Rzhev;
- Battle of Stalingrad is 163 days long, from August 23rd, 1942 (the first massed bombing of Stalingrad and German 6th Army crossing the river Don) till February 2nd, 1943 (when its remains surrendered in what was left of the city);
- Battle of Kuban goes for 176 days from the German attempt to crush the Soviet bridgehead at Mysjako near Novorossiysk on April 17th, 1943 till October 9th, 1943, when the remaining German troops were evacuated from Taman peninsula to Crimea.
-145 squadrons total, each one of them having historically correct aircraft and airfields;
- 98 of these squadrons a player can join, so they have squadron histories. While being brief, these histories are 40 000 words combined;
- All German squadrons have unique insignias and Soviet ones have regimental banners;
- 83 newspapers you'll be receiving while playing Career have 61 000 words;
- Around 550 historical photos add more life to the new mode;
- Each pilot will not only have a name, rank, and credentials like in Rise of Flight, but also a photo thanks to the new photo generator. 24 unique pilot biographies (12 per side) add more flavor to the game;
- There are 38 mission types planned, way more that we have had before (Rise of Flight career and the current BoX campaign have 22 mission types);
- AI controlled objects in missions will be more numerous thanks to the performance optimizations we conducted earlier. For example, player flight will include up to 9 aircraft (there are up to 5 in Rise of Flight and the current BoX campaign);
- The Career will offer a number of options to suit anyone's playstyle, skill, PC performance;
- Around 70 different awards can be earned by a player in this mode. Each one of them will be supplemented by a brief description and have unique conditions to be awarded. Here are a few examples:
 
0.jpg
 
Aaand to finish today's Dev Blog, we want to begin, how should we call it, 'the month of surprises'. We don't tell you early about everything, and there are reasons for this. But when we do, we hope that you'll be pleasantly surprised. So, here goes the first one - we're making a new Collectors Plane, Bf 109 G-6, for a month already. This is a highly anticipated aircraft and since it fits into the Battle of Kuban timeframe, it's possible for us to make it. The exterior 3D model is being built right now, so we can show you several WIP screenshots of it:
 
1.jpg 2.jpg
3.jpg 4.jpg
 

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#176 Han

Han
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Posted 06 October 2017 - 15:49

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Hello everybody,
 
Since the last Dev Diary and until the next version release we'll be telling you about the coming gameplay modes bit by bit. Today we'll talk about the already completed (just as the rest of the Career mode meta content) feature - weekly world news updates that come in a form of a newspaper. While this feature doesn't affect the gameplay directly, it plays a major role in creating the historical background for a player, telling about what happened to this date on the Eastern front and other fronts of the world war.
 
news_2.jpg news_1.jpg
 
Moreover, the newspaper includes the list of ace pilots to this date, the most effective pilots of USSR or Germany depending on the side you're playing. The player himself would be listed there, making his way to the top (hopefully). The list will show top 20 aces for the current Career date and 5 more effective and 5 less effective aces relative to the player. It should be noted that the creation of the historically accurate weekly list of the ace victories required much work. This information is available on the Internet, but it comes in many different formats, contains many errors or typos in the names as well as formatting issues that didn't allow us to use it as is. Nevertheless, we have accumulated and standardized this data, so the weekly aces victories will be as close to the real historical values as it was possible to do.
 
Meanwhile, our 2D artists continue to draw the historical awards. In addition to medals and other decorations, there will be more unusual awards as well. For example, Soviet pilots were given certain money bonuses for destroying enemy objects and other achievements. Such awards will be shown like this - currency notes and a commemorative sign. Luftwaffe pilots have received different awards like trophy caps:
 
Awards_ger.jpg
Awards_NotDecor.jpg
 
And the final piece of news for today (and our next surprise) is that in addition to Bf 109 G-6 we have announced in the previous Dev Diary we're also working on La-5FN series 2. As you can see below, we have its exterior 3D model almost ready. The work on its cockpit will start next week and its flight model development will follow a bit later. La-5FN fighter is a symbol of the Soviet airforce of the war, just like Bf 109 G-6 is a symbol of the German airforce. We dreamed about having them in our project for a long time and finally, we have this opportunity. We hope you'll also like this.
 
La5_1.jpg
La5_2.jpg
La5_3.jpg
 

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#177 Han

Han
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Posted 13 October 2017 - 20:13

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Hello everybody,
 
the month of surprises continues and today we present you a new kind of them - instead of a new plane it will be a new tech. Our lead programmer and lead landscape designer were developing new stuff for a couple of months already: it will allow us to make the visual image of the sim drastically more realistic and modern looking in the next update. Their main task was increasing the rendering distance of the terrain almost four times, from 40 to 150 kilometers, and they completed it successfully.
 
This task automatically brings several smaller ones with it in tow: increasing rendering distance of the clouds and making them more diverse, improving the air haze, the horizon, making additional, simplified landscape beyond the map borders since you can see so far now and so on. Ofcourse, one of the main objectives was to not allow significantly FPS drop appear due to this new feature, and we succeed in this. For example, today's discussion on how the new haze should look was so tense and spirited you won't believe it, with many members of the team participating - producer Jason Williams, lead programmer Sergey Vorsin, lead landscape designer Evgeny Isaev, lead physics engineer Andrey Solomykin, build manager Andrey Dineev, physics engineer Roman Kovalenko and yours truly Daniel Tuseev, of course :) .
 
You can see the current result of the work on the following screenshots that were taken during daytime at 5000, 2000, 500 and 100 meters altitude. This improvement will get rid of likely the last important thing our engine lacked in comparison to our competitors, and now it looks like we're taking the lead instead. Otherwise, our graphics engine is hands down the best among the combat flight sims. But we won't stop at this, that's for sure, we'll move forward!
 
new_1.jpg old_1.jpg
new_2.jpg old_2.jpg
new_3.jpg old_3.jpg
new_4.jpg old_4.jpg
new_5.jpg old_5.jpg
 

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#178 Han

Han
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  • Location:Moscow

Posted Today, 14:26

 
Hello Everybody,
 
Another week has passed and we have interesting IL-2 news for you once again. First of all, our programmers started the work on the next new gameplay mode: Cooperative. In the start, this mode will include a new multiplayer server type, where a player will have to choose an aircraft in a scenario mission. The mission will start once enough players have joined and confirmed they are ready. Aircraft not claimed by human players will be controlled by AI, so the mission will proceed as it was designed even if the server isn't full. The mission scenario could be nearly anything you could think of - scripting allows a mission designer to create almost any combat situation. Moreover, branching multiplayer campaigns will be possible, when a mission outcome decides which mission to load next. Judging by what the =DED= squad has made possible so far on their server, dynamic scenario campaign will be also doable.
 
Our preliminary plans for the next year include improving not only the new Cooperative but also the existing Deathmatch multiplayer modes by giving the players more convenient means to socialize, offering a more informative, visual and convenient way to select and join a server. We'll be able to tell you more later when we set these plans in stone. For now, we can say that our post-2.012 changes include a ton of changes and additions already and we'll be telling you about them as they mature in the each Dev Blog. This also means that this time the waiting for the next update will be longer than usual, so please bear with us. We're certain that your patience will be rewarded with the new neat stuff that will be released.
 
To make this Dev Blog a bit less dry, here are some WIP Aircobra screenshots - you can already see it in the game engine. This one is going to be really interesting and we'll tell you about it in detail in our next news update.
 
P39_1.jpg P39_2.jpg
P39_3.jpg P39_4.jpg
 
Aaand, of course, we continue our 'Month of Surprises'. This Work-In-Progress video is worth a thousand words:
 
 

You can discuss the news in this thread


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