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Game version 1.103 discussion: P-40E-1 in early access

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Version 1.103
 
Dear customers of IL-2: Sturmovik!
 
Today we complete another stage of Battle of Moscow development and present you another milestone aircraft - P-40E-1 fighter. Those who pre-ordered Battle of Moscow premium edition and have Battle of Stalingrad can fly it right away (other BoS players can fight against it in Quick missions).
 
In addition to P-40 fighter this update also brings numerous improvements for joint BoS and BoM platform. Complete list of them can be found below.
 
P-40E-1 has some unique features available for the first time in our project:
1. Ultra-violet lighting of cockpit gauges, information plates, needles and labels
2. Tail wheel steering controlled by rudder pedals via sping-loaded "soft" rods with special mechanism of "steer control cut" when wheel is declined more than 30°
3. Six M2 Browning .50 cal machine guns have 5% more combined 1 second burst energy than Fw 190 A-3 with gun pods. This makes P-40 the new leader among the fighters in our project in terms of firepower.
4. Green sun filter on gun sight :-)
 
Changelist of version 1.103:
 
1. P-40E fighter is availble for those who pre-purchased premium edition of Battle of Moscow, other players will be able to see it as an enemy.
2. DServer and overall multiplayer stability improved, found memory leaks fixed.
3. High-G effects are working again.
4. AI pilots correctly use rockets against ground targets.
5. AI pilots behavior tuned for higher skill levels, aces are now more aggressive.
6. AI pilots pursue and attack fleeing air targets better.
7. AI pilots better attack targets flying at low level.
8. AI avoid a fleeing target better (previously it could crash into it after attacking).
9. AI should no longer 'stuck' and fly into the ground during low level dogfight (was a random issue).
10. Ju-87 AI flight members better assign targets between them.
11. Bombers and transport planes don't make evasive maneuvers in high priority flight mode.
12. AI pilots now return to base after spending all ammo.
13. A high level AI takes into account only enemy fighters while making decision to attack (previously they could cease an attack against a large group of any enemy planes).
14. AI pilots now correctly drop their bombs with a player after being ordered 'do like me'.
15. AI pilots now drop all smaller bombs or launch all smaller rockets at once while engaging a single target to reduce the time being under fire.
16. AI pilots maneuver for attack runs almost two times quicker than before.
17. AI wingmen take off on their own if flight leader (player) took off without following take off procedure.
18. A signal flare is correctly visible to multiplayer clients.
19. AI should no longer continuously turn engine boost on and off (happened in some combat situations).
20. AI correctly turns engine boost off after disengaging.
21. Default trimming for airplanes with manually controlled stabilizer has been changed from trimming by stabilizer to trimming by trimming tabs.
22. Default trimming for all airplanes is set to standard atmosphere, 3000 m altitude, horizontal flight at maximum unlimited engine mode.
23. Trimming reset command now resets rudder and aileron trimmers to neutral position (instead of cruise flight position as it was before).
24. Altimeters now indicate negative altitude if a plane altitude is lower than airfield altitude and altimeter is set to airfield altitude.
25. Air speed indicator delay reduced.
26. MC.202 engine could be damaged by exceeding 2450 RPM and keeping boost in continuous mode.
27. MC.202 targeting reticle adjusted.
28. Bomb air fuse is now animated, it rotates and disappears after a correct amount of rotations, arming a bomb.
29. Bomb fuses reworked, air fuses and electromagnetic fuses implemented.
30. Graphical interface optimized to reduce memory footprint and fragmentation (this should improve overall application stability).
31. Plane marker in F2 camera mode should no longer blink at a certain distance.
32. Your last position in Scenarios menu subfolders is correctly stored.
33. Additional logging added to find a source of incorrect colors in multiplayer chat and ladder. If you see an incorrect color (enemy instead of friendly for example) please make a screenshot, close the game and send \data\_gui.log file to us (via forum or support).
34. User interface should no longer hang in case of lost connection with a master server.
35. FPS should no longer severely drop during opening a topographic map using O button.
36. If an object is inside an area of forward observer, its marker will no longer turn grey at larger distances.
37. Time should be displayed correctly during track replay.
38. It's now possible to tune a color of lines and zones on the mission map for custom missions (10,0,0 - enemy color, 0,0,10 - friendly color).
39. Issued commands will no longer 'stuck' during track replay.
40. Now you can use the mouse to look around an object (without the need to turn the interface off using H button) in track replay mode.
41. Camera no longer switches to external view after a failed bail out attempt (because of too low of an altitude).
42. Engine sound of destroyed ground vehicles is removed correctly now.
43. Destroyed rail wagons can't 'teleport' to a nearby railway any longer (a rare issue).
44. DShK fire effect now works correctly.
45. Effects work correctly in MP game (previously an intact vehicle could emanate smoke like a damaged one).
46. Multiple instances of bomb impact effects.
47. Flight leader now correctly addresses a forward observer when entering its area.
48. Check Zone and Proximity triggers now work in multiplayer.
49. Waypoints in campaign are placed further away from enemy airfields.
50. Tactics overlay (frontline) in campaign is shown not only during mission selection, but in mission briefing and on flight map as well.

 

Full news
You can ask new questions in this thread

  • Upvote 24

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Nice list,thanks for your effort,Han.Send my regards to the team.Only thing I am not content with is that I have to spend 5 more hours at work.And after that I have beer session scheduled with friends,so I will test this kitty drunk again.Cheers to the devs :drinks:

  • Upvote 1

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super! Cant wait to gt home after work...grrr

 

 

3. Six M2 Browning .50 cal machine guns have 5% more combined 1 second burst energy than Fw 190 A-3 with gun pods. This makes P-40 the new leader among the fighters in our project in terms of firepower.

 

btw can somebody explain this...this is definitely odd 

Edited by blackram
  • Upvote 1

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So far, I like it a lot. Gonna have to do some reading as to engine management, but it feels lovely and stable.

 

I do have a slight gripe as to how silent the 50's sound

Edited by Y-29.SugaBizkit

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50. Tactics overlay (frontline) in campaign is shown not only during mission selection, but in mission briefing and on flight map as well.

Neat! My suggestion has been implemented. :happy:

 

Now if only this work thingy would be over for today...

  • Upvote 1

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Great list of improvements!

I'm so glad especially about all those numerous AI updates :). Thanks a lot guys!

 

And of course new plane is always celebrated. Welcome P-40!

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btw can somebody explain this...this is definitely odd 

 

(bullet mass) * (muzzle_speed)^2 * (shots_per_second) * (number_of_guns) / 2

  • Upvote 6

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Wow, that's a lot of AI fixes!

 

With the memory leak fix will we see 100 plane max in online servers?

 

Can this memory leak fix work for RoF too?

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These AI improvements sound great. Definitely looking forward to flying the P-40.

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(bullet mass) * (muzzle_speed)^2 * (shots_per_second) * (number_of_guns) / 2

Yes HAn I did the math in the meantime LOL. But as one mate would say the problem is, in practice it's very hard to get every single round on the same spot at ideal convergence for a whole second, so in the usual milisecond burst the Fw-190 will still destroy a target whereas the P-40 will 'only' damage it severely.

Do you agree Han?

 

But thanks for explanation, ofcourse  ;) 

Edited by blackram

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super! Cant wait to gt home after work...grrr

 

 

btw can somebody explain this...this is definitely odd 

I think this is a bit misleading since it might be more mass that spit out by the 6 50s but its not explosive shells and therefor should do far less damage to an aircraft. Just thinking.

 

EDIT: There is his formula. Doesnt take into account that the FW is spitting mineshells.

 

EDIT2: Oh and thanks for the update. Looking forward to trying it out this evening.

I wonder what this trimchange means and how it will affect the FW190. Anyone?

I mean this here:

21. Default trimming for airplanes with manually controlled stabilizer has been changed from trimming by stabilizer to trimming by trimming tabs.

 

I will still be able to adjust my stabilizer in flight. right? Just like it was in the real thing.

Edited by JG4_Winger
  • Upvote 1

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Great news! Always nice to learn about all the improvements.

 

Such a pity that today i wont be home until later than usual :(

 

Looking forward to playing around with the p40

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My sincere thanks for this great plane and your hard work.

 

I don't know if anybody already noticed but the handling of the propellor has been modelled correctly.

 

You can manually manage your propellor and you can switch it to automatic and here's where you guys amaze me, e\/en in automatic you can, like the real thing, still increase and decrease your pitch.

 

I am really happy now.

 

:salute:

Edited by FlyingShark

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Amazing Update!.. This game is by far the best flight sim ever. Worth every $ i don't mind spending extra to support this game. I was a founder after all :)

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Oh my! This is great. Also the G-effects are back. Have really missed those. Looking forward to trying out the P-40!

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Han's formula is about muzzle energy of the burst.Because that is always the same when firing the guns.It is standard value given for any weapon.

What some people try to speculate about is impact/destruction effect on target,which has millions of variables.

  • Upvote 3

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Thanks you soooooo much for this amazing update, just a shame I'm going on nightshift, tomorrow though..............it's showtime!

 

Cheers

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Cannot wait to try it out, unfortunately have work and then crossfit and may not be in any condition to do much after. Will give her a spin asap! Thanks for the update :).

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Just pulled out from a fast dive in a p40 as hard as I could (full backstick) and didn't experience and G related effects such as blacking out... ? 

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