Jason_Williams Posted April 30, 2017 Posted April 30, 2017 I filmed this quickly because I love this improvement so much. I wanted you guys to see. I'll explain more on this in the morning after I get some sleep. Wanted to get it up before tomorrow. Just one more improvement to look forward to. Really improves the damage and combat aspects. Filmed in 4K and processed to 1080p. Jason 34
1PL-Husar-1Esk Posted April 30, 2017 Posted April 30, 2017 You guys can surprise me in very good way.
Voidhunger Posted April 30, 2017 Posted April 30, 2017 Thanks for this improvements. I wanted this for years!
PA-Sniv Posted April 30, 2017 Posted April 30, 2017 Highly awaited imrovement since BoS eary access. Great you've fixed this! Cheers,
A-E-Hartmann Posted April 30, 2017 Posted April 30, 2017 The effects are nice.I hope it will be in the next update.
1PL-Banzai-1Esk Posted April 30, 2017 Posted April 30, 2017 Cool. Should look especially nice with P40 and six fifty cals shredding the target. Great improvement.
216th_Jordan Posted April 30, 2017 Posted April 30, 2017 Cool. Should look especially nice with P40 and six fifty cals shredding the target. Great improvement. It does
MadisonV44 Posted April 30, 2017 Posted April 30, 2017 (edited) Great effect ! Thanks Previous smoke effects far behind the plane seems now more synchronized (close to the impact) The global render is much more immersive Does it mean that both location of damage model and visual impact effects have been modified ? Or is it the visual impact only that changed ? This game is really on a great improvement path since DX11, 2.009 ... Thank you for giving us more and more at each release Edited April 30, 2017 by MadisonV44 1
Lusekofte Posted April 30, 2017 Posted April 30, 2017 So with what I fly I can tell how far he is behind me when I get shot down
ITAF_Cymao Posted April 30, 2017 Posted April 30, 2017 It takes luck to cut a wing to a Lagg before ending the bullets... Interesting news thx
OrLoK Posted April 30, 2017 Posted April 30, 2017 (edited) Whilst Jason is asleep, can a more experienced soul than i explain the differences seem here to an il2 novice? I play in VR so perhaps im missing the little details? Edited April 30, 2017 by OrLoK
GrendelsDad Posted April 30, 2017 Posted April 30, 2017 The way the FW-190s engine blew was very nice...don't recall seeing that before?
Finkeren Posted April 30, 2017 Posted April 30, 2017 Whilst Jason is asleep, can a more experienced soul than i explain the differences seem here to an il2 novice? I play in VR so perhaps im missing the little details? There has been a long-standing issue with bullet strikes showing up behind the aircraft instead of on it. If you watch bullet strikes in slow motion in a recorded track, you will see, that the animated flash/explosion starts in the right place, but since the plane is moving and the animation is stationary, it quickly starts to lag behind the aircraft, making it look like the strikes are happening behind the aircraft. There has been speculation, that this phenomenon also causes a damage model issue, making high explosive ammo less effective than it should be. 5
ShamrockOneFive Posted April 30, 2017 Posted April 30, 2017 Oh that is good! Much more precise flashes appearing on the target now when the bullet strikes. I like it a lot! Thanks for sharing this Jason!
JtD Posted April 30, 2017 Posted April 30, 2017 One more reason to dedicate the next diary entry to some damage modelling smalltalk. 1
SevenFifty Posted April 30, 2017 Posted April 30, 2017 The white vapour from damaged wing is a petrol, right? Is it expected that it doesn't ignite?
Feathered_IV Posted April 30, 2017 Posted April 30, 2017 There has been a long-standing issue with bullet strikes showing up behind the aircraft instead of on it. If you watch bullet strikes in slow motion in a recorded track, you will see, that the animated flash/explosion starts in the right place, but since the plane is moving and the animation is stationary, it quickly starts to lag behind the aircraft, making it look like the strikes are happening behind the aircraft. I see, thanks. I so rarely hit anything that I hadn't noticed. 1
Jade_Monkey Posted April 30, 2017 Posted April 30, 2017 Great news! I love how they keep working on other issues on top of building BoK. To the whole team, your work is very appreciated! Keep up the amazing work! 2
=WH=PangolinWranglin Posted April 30, 2017 Posted April 30, 2017 Yay! This looks so much better! Thanks devs!
Jason_Williams Posted April 30, 2017 Author Posted April 30, 2017 There has been a long-standing issue with bullet strikes showing up behind the aircraft instead of on it. If you watch bullet strikes in slow motion in a recorded track, you will see, that the animated flash/explosion starts in the right place, but since the plane is moving and the animation is stationary, it quickly starts to lag behind the aircraft, making it look like the strikes are happening behind the aircraft. There has been speculation, that this phenomenon also causes a damage model issue, making high explosive ammo less effective than it should be. This has nothing to do with exploding ammo itself. This is just where the effect is rendered making it look better and look more coordinated with the visual damage on the plane itself. And the effects themselves have not been changed, just the timing and placement. I've been wanting to fix this for a long time, but it was a hard one to find and correct.. Jason 7
RobCarter3 Posted April 30, 2017 Posted April 30, 2017 I've watched that first 37mm strike on the Fw 190 at least 15 times now, it looks incredible! Awesome update!
1PL-Husar-1Esk Posted April 30, 2017 Posted April 30, 2017 Out of curiosity Jason, it appeared in My Trip to Moscow Article at SimHQ years ago, how far from present Il-2 damage model is the one (10 times more accurate) mentioned in that article? Here is our engineering genius who programs our flight and damage models. You know him as “Petrovich”. I know him as Andrey. He really knows his stuff and he showed me just a part of the code that makes up one component of the ROF flight and damage engine. It was 3500 lines of code! To say our flight and damage models are simplistic is absurd. This is why we cannot release planes at a more rapid clip. To do so would cause a reduction in the quality of our flight models and we don’t think anyone wants that. He showed me some of the dev tools, charts and resources he uses to test his creations and I watched him trouble shoot a bug with the DFW. He is an amazing engineer who does not get as much credit as he deserves.Matter of fact, he has created a new flight and damage model that is 10x more accurate than the current model. The only problem is current computers cannot run it effectively in game yet and multiplayer would be crushed due to its complexity and accuracy. The demo I saw was eye-popping cool. To say we are hampered by today’s hardware and internet bandwidth is an understatement. Maybe someday it will be possible to be deployed. We discussed many issues that some in the community like to harp on and we came to some good conclusions about what is or is not possible.
Jason_Williams Posted April 30, 2017 Author Posted April 30, 2017 Out of curiosity Jason, it appeared in My Trip to Moscow Article at SimHQ years ago, how far from present Il-2 damage model is the one (10 times more accurate) mentioned in that article? We've tweaked our engine and improved many aspects over the years, but we have not implemented exactly what I spoke about way back then. After further experimentation that system caused other issues besides performance problems. Its a learning process. Jason 6
1PL-Husar-1Esk Posted April 30, 2017 Posted April 30, 2017 (edited) From that learning process we have most detailed and realistic damage model. Thanks. BTW I looking forward for next step if i remember correctly engine visual damage and fuel systems ... Edited April 30, 2017 by 307_Tomcat
Danziger Posted April 30, 2017 Posted April 30, 2017 It's really great to see little updates like this. It's even better to see how excited you are to show us. I imagine it's very difficult not to get burned out with the fast and hard pace you guys work. A lot of people seem to think 1c/777 is just a faceless corporation trying to squeeze the biggest profit. I think many are surprised to learn this awesome game is made by just a handful of fellow history/aviation/ww2 buffs with a great passion for what they do. For the small size of the team and budget you guys have done a damned amazing job of putting this together. I've been following this new Il-2 since I found out of it's existence in 2013. It's actually what brought me back to flight sims. I didn't have a rig good enough to run it until 2015. I admit there were some darker times with a lot of anxiety about what direction we were headed and would it be successful. The last few months I think have seen so much positive things happening that I don't think there is any doubt anymore that this will be the true successor to '46. Anyway, I guess what I am trying to say is you guys are awesome and you should be very proud of your accomplishments. Keep up the great work! 2
[CPT]Pike*HarryM Posted April 30, 2017 Posted April 30, 2017 Looks great, that was always one of those little immersion killers, like the popping/dancing trees, nice to see the little stuff getting fixed. 2
Asgar Posted April 30, 2017 Posted April 30, 2017 man, that Lagg survived for a long time. was that the Fw with 6 20mm shooting at it? compared to that Yak-1 being shot at by a single 20mm that Lagg was really sturdyhttp://i.imgur.com/6f9sY6K.gifv 4
Czar66 Posted April 30, 2017 Posted April 30, 2017 It's one of those updates we (at leas I) didn't felt missing really, but after it's implementation we won't live without.Great to see such improvements where the sims quality goes even further in unexpected area. Can't wait.
Finkeren Posted April 30, 2017 Posted April 30, 2017 This has nothing to do with exploding ammo itself. This is just where the effect is rendered making it look better and look more coordinated with the visual damage on the plane itself. And the effects themselves have not been changed, just the timing and placement. I've been wanting to fix this for a long time, but it was a hard one to find and correct.. Jason Thanks for the clarification. Hopefully we can now put this rumor to rest.
216th_Jordan Posted April 30, 2017 Posted April 30, 2017 http://i.imgur.com/6f9sY6K.gifv wow! Quite some hard mineshell hits, looks actually fairly close to what we got
-=PHX=-SuperEtendard Posted April 30, 2017 Posted April 30, 2017 (edited) The white vapour from damaged wing is a petrol, right? Is it expected that it doesn't ignite? Yes, it's gasoline coming out from the wing fuel tank. In the Soviet planes there is a system which directs engine exhaust gases to the fuel tanks, so they get saturared with CO2 and H2O, making it hard to ignite when hit due to the very low concentration of O2 inside the tanks, however once the fuel is coming out it can be ignited because it's now surrounded by air with plenty O2. You can see in the guncam footage posted by Asgar, the plane gets hit in the wing a couple of times and the fuel starts leaking out, it doesn't ignite right away... but after some time in the air, and succesive impacts to the plane it finally starts the fire. man, that Lagg survived for a long time. was that the Fw with 6 20mm shooting at it? compared to that Yak-1 being shot at by a single 20mm that Lagg was really sturdy http://i.imgur.com/6f9sY6K.gifv Nice footage there! For me it's hard to find Eastern Front guncam footage, do you have access to more material like this? Jugding by the amounts of hits the LaGG suffers it would appear it's just a single 20mm firing at it (or the Fw is missing a lot) you can see one explosive hit at a time, maybe 2 in one ocasion (hit at the engine and left wing root). For what explosive impacts I could count the left wing gets hit 3 times with damage to aileron control, the right wing gets hit 2 times (at the second one it comes off), the engine gets hit once with damage to engine looking at how it started to sound after that... the tail gets hit twice without much apparent damage (and this imho would be the main difference between the sim and the footage you just posted) wow! Quite some hard mineshell hits, looks actually fairly close to what we got In regards to wing resistance / leaks it looks ok, the only main difference I noticed is with the tail surfaces. You can see that in Asgar's gif when the tail gets hit once it gets damaged losing the rudder at least and maybe some of the elevators, probably resulting in the plane going down because loss of control. That kind of tail surface damage isn't very common in BoS, for example in Jason's video, that LaGG gets hit in the tail a couple of times, the elevator gets some holes but nothing rips off for example. Edited April 30, 2017 by -=PHX=-SuperEtendard
Jason_Williams Posted April 30, 2017 Author Posted April 30, 2017 Let me comment on the Lagg footage since some are hung up on it. I purposely did not focus my fire on it too accurately. For most of the video I was throwing lots of rounds, some machine gun and cannon, but not aiming too good. Myself and an AI were chasing it for a long time. Some of the hits are mine and some the AI. The reason I included it in the video is because this one did, by random chance, take several hits in non-critical areas and fly on for a while helping to demonstrate the damage model and bullet strike fix. This is what I wanted. Once it slowed down a bit after taking wing damage I focused my fire on center mass and in two bursts first damaged the engine and then then took its wing off. Many other Laggs were harmed in making this video and met faster fates. Our damage model takes many many factors into account. There are times when a plane may seem to last longer than you think it should and sometimes planes are destroyed very quickly. This is how it was in real life and its the randomness that makes it interesting. If you want one shot one kill predicable arcade style action please go play Space Invaders on your Atari. We do everything we can to make a believable experience in Sturmovik, but its still a computer simulation and there are limits to what we can do in a reasonable time frame. We're just happy we solved a long standing visual issue. Jason 16
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