1CGS LukeFF Posted February 11 1CGS Posted February 11 Dear friends, Today we have published a new update, version 5.506. A new historical campaign has been released, as well as a number of fixes and improvements to the game. The full changelog and description of the campaign can be found here: https://il2sturmovik.com/news/871/update-5506-new-campaign/ 12 11 5
BMA_West Posted February 11 Posted February 11 (edited) @LukeFF It won't find it? & can't start the game without ... OK downloaded it now pfff ))) Edited February 11 by BMA_West
Napping-Man Posted February 11 Posted February 11 Are the Frontline Patrol missions in the Flying Circus careers? That seems like a perfect mission type for WWI aviation. 1
1CGS LukeFF Posted February 11 Author 1CGS Posted February 11 7 minutes ago, Napping-Man said: Are the Frontline Patrol missions in the Flying Circus careers? That seems like a perfect mission type for WWI aviation. Just WWII for now.
petrmiz Posted February 11 Posted February 11 Return from first mission: - without damage - with 4 kills IRON WIND is super! Thank You Alex. 6 2
354thFG_Drewm3i-VR Posted February 11 Posted February 11 Does this version break previous track recordings? Recent updates have not. @LukeFF
spreckair Posted February 12 Posted February 12 Awesome news! Just purchased the campaign and can't wait to fly it. Always welcome a new VVS campaign. 1 1
YoYo Posted February 12 Posted February 12 (edited) Guys, this is the third patch where the Anemometer in the Fokker E.III has NOT been fixed yet. I have no idea why it's so hard, or if they forgot about it again. 🤪 It still doesn't work and shows a dizzying speed of 250 km/h! It was reported few times, in bug section also. Edited February 12 by YoYo 16
FeuerFliegen Posted February 12 Posted February 12 Quote 6. Updated the campaigns Lightning Strikes (all missions); Can you tell us what these updates are? Quote 14. Gleaves class destroyers main guns' ammunition has been corrected according to historical sources: 330 HE + 30 AP rounds per gun; I never knew ships had an ammo count; in fact I always kinda figured most AI other than planes and tanks would have unlimited ammo. Can you tell us what all has limited ammo vs unlimited ammo, when it comes to ships and various artillery, anti-aircraft guns, torpedo boats, rocket boats/trucks, etc.? What does the AI base its decision on when choosing AP vs HE in the destroyers and other artillery guns?
354thFG_Drewm3i-VR Posted February 12 Posted February 12 On 2/11/2025 at 6:24 PM, LukeFF said: Not that I am aware of. Can confirm: track recordings still work. 1
BladeMeister Posted February 13 Posted February 13 Thank you Gents. Picked up the Campaign also. Good show! S!Blade<>< 2
Sandmarken Posted February 13 Posted February 13 22 hours ago, FeuerFliegen said: Can you tell us what all has limited ammo vs unlimited ammo, when it comes to ships and various artillery, anti-aircraft guns, torpedo boats, rocket boats/trucks, etc.? From messing with the editor, I'm pretty sure almost all units have limited ammo; it is at least possible to check a box that gives them unlimited ammo when using the editor. All artillery and AA have limited ammo, at least.
FeuerFliegen Posted February 13 Posted February 13 1 hour ago, Sandmarken said: From messing with the editor, I'm pretty sure almost all units have limited ammo; it is at least possible to check a box that gives them unlimited ammo when using the editor. All artillery and AA have limited ammo, at least. Interesting... so in standard single player (QMB, AQMB, career, single missions that came with the sim), would everything have limited ammo? At least in QMB, I've never noticed any ground units such as AA, artillery, or rocket trucks ever running out of ammo, although I've never tested it for myself Is there somewhere we can look up how much ammo each unit carries?
Sandmarken Posted February 13 Posted February 13 2 hours ago, FeuerFliegen said: Interesting... so in standard single player (QMB, AQMB, career, single missions that came with the sim), would everything have limited ammo? At least in QMB, I've never noticed any ground units such as AA, artillery, or rocket trucks ever running out of ammo, although I've never tested it for myself Is there somewhere we can look up how much ammo each unit carries? I don't know what the ammo settings are in career and quick missions, but they can run out if not set to unlimited. I've seen units with MGs run out of ammunition when used in scripted campaigns. I have never seen a list of units with their ammo counts, but I've seen a list of units and their effective ranges; it might have included ammo information as well.
1CGS Sneaksie Posted February 13 1CGS Posted February 13 On 2/12/2025 at 2:44 PM, FeuerFliegen said: What does the AI base its decision on when choosing AP vs HE in the destroyers and other artillery guns? Basically, AP against armored targets like tanks, SPGs, warships and HE against anything else. 20 minutes ago, FeuerFliegen said: Is there somewhere we can look up how much ammo each unit carries? In the game, no. They are in config files and approximate - for instance, an infantryman has 100, machineguns 600-4000, automatic guns and light AA 500 rounds of each type, heavy guns and AA 50 rounds of each type and so on. 1
RNAS10_Mitchell Posted February 13 Posted February 13 Any updates on the FM review/revise for several of the FC aircraft? Any news greatly appreciated. Thank you.. 5
1CGS LukeFF Posted February 13 Author 1CGS Posted February 13 2 hours ago, RNAS10_Mitchell said: Any updates on the FM review/revise for several of the FC aircraft? Any news greatly appreciated. Thank you.. No, sorry. 1
Jaegermeister Posted February 14 Posted February 14 (edited) On 2/12/2025 at 6:44 AM, FeuerFliegen said: Can you tell us what these updates are? Automatic despawn 30 seconds after parking has been deleted in all missions. You will have to hit the ESC key to end the missions now. Edited February 14 by Jaegermeister 1
=FI=Genosse Posted February 14 Posted February 14 (edited) Hi, Devs! I'm looking for the option to turn off the AllowExtCamPlayer permanently on the dedicated server I admin. Right now there's just the option given for so-called spectator camera. Edited February 14 by =FI=Genosse 1
I/JG53_Kurtz Posted February 14 Posted February 14 Bf 109 F-4: engine modification with increased engine time in emergency mode is available since 1942 Much appreciated! Very cool! Thank you! 1
1CGS Regingrave- Posted February 14 1CGS Posted February 14 4 часа назад, =FI=Genosse сказал: Hi, Devs! I'm looking for the option to turn off the AllowExtCamPlayer permanently on the dedicated server I admin. Right now there's just the option given for so-called spectator camera. Player's allowance located where it always was, in the difficulty settings. 1 1
[CPT]Crunch Posted February 14 Posted February 14 Is the green arrow showing wind direction and I think drift in feet per second inside the little square compass HUD a new feature? I don't recall seeing that before.
blitze Posted February 16 Posted February 16 Nice addition of Top Cover missions to the Stalingrad Career. I'm flying La5's and its nice to get up high and help our friendlies below with a good energy state. Also been enjoying higher flight alts on other careers. Thanks for the improvements. 1 1
blitze Posted February 16 Posted February 16 Ok, a few flights in my 109K4 Rhineland career and am noticing the K4's engine to burn out pretty quickly. It is listed at 30min combat and 10min Emergency yet I'm doing airfield cover and with a flight from runway takeoff to combat of around 14 minutes, including cruising to target - the K4's engine dies. That is the B engine. I did a flight with the C engine and that seemed more durable. Anyone else noticed that? IT is quite frustrating and I know the G models have been getting some engine timer love which was appreciated. I might have to transfer to a G14 unit at this point or go Dora. 👍
III/JG52_Supongo Posted February 17 Posted February 17 15 hours ago, blitze said: Vale, he volado unos cuantos minutos en mi carrera con el 109K4 Rhineland y estoy notando que el motor del K4 se apaga bastante rápido. Está programado para 30 minutos de combate y 10 minutos de emergencia, pero estoy cubriendo el aeródromo y con un vuelo desde el despegue de la pista hasta el combate de unos 14 minutos, incluido el crucero hasta el objetivo, el motor del K4 se apaga. Ese es el motor B. Hice un vuelo con el motor C y parecía más duradero. ¿Alguien más se dio cuenta de eso? Es bastante frustrante y sé que los modelos G han estado recibiendo algo de cariño con el temporizador del motor, lo cual se agradece. Es posible que tenga que transferirme a una unidad G14 en este momento o ir a Dora. 👍 Ignore the technochat, 80% of rpm for the DC motor corresponds to 1.45 ATA, the same rpm for the DB motor is 1.5 ATA (or more), and that degrades the engine very quickly. Keep both motors at a maximum of 1.45 ATA for combat flight. 2 1
XQ_Lothar29 Posted February 17 Posted February 17 Thank you "III/JG52_Supongo" for your advice, one of the best experts on the Bf109 in Spain
plepew Posted February 18 Posted February 18 Just tried to update and get "checking version" then "waiting for initialization" then immediately a "Failed to Update" message. Wondering if a server is temporarily down. Anyone else having issues?
Jaegermeister Posted February 18 Posted February 18 24 minutes ago, plepew said: Just tried to update and get "checking version" then "waiting for initialization" then immediately a "Failed to Update" message. Wondering if a server is temporarily down. Anyone else having issues? Yes, I would imagine there is a small patch in the works 1 1
blitze Posted February 20 Posted February 20 With the 109-K4, watching ATA now instead of RPM and my engines have stopped self destructing. Started a Rhineland career in a 190 A8 and enjoyed seeing a transport intercept mission. Spits kept me on my toes though 😁 The adding of new mission types and historical elements are very much appreciated. One thing I was thinking which would be lovely to see in Korea is when flying in rain to have rain effecting the skins of the aircraft and then having the skin surface drying out when exiting the rain zone. Just thinking the aircraft skins would look awesome with that effect giving them a water sheen. Adding to the atmosphere of the game world. Fingers crossed the dev's are looking into this for Korea. Anyway, more thanks to the Dev's.🙏
1CGS Featured Comment Sneaksie Posted February 21 1CGS Featured Comment Posted February 21 5.506b patch fixes the custom difficulty option Allow Spectators in multiplayer servers created from within the game and singleplayer, and also corrects minor text issues. 12 4 2
Yogiflight Posted February 23 Posted February 23 WWII Career mode: added new patrol mission subtype Frontline Patrol; WWII Career mode: added new patrol mission subtype Bomber area patrol; These two mission types do have V-formation for your flight. Will this be implemented for the other mission types as well?
Aleksander55 Posted February 24 Posted February 24 The 3 new fighter missions - Top Cover, Frontline Patrol and Anti-Bomber patrol - are excellent. My wingmen are active like in the Advanced Quick Missions! 🤩🤩 They are over agressive, going after far away aircraft that are not the main mission objective or not in the main mission area! I have to actually reign them back in! Get back here you little ----- 😆 I could cry from happyness! 🥲🤣 Top cover is especially great, not only for the patrol at 4000 meters (although if the 109s come for us at this alt we're dead meat), but it's also potentially a 'big mission'. 8-9 of us patrolling over a package of 6 IL-2s possibly with their own lower alt escorts. This was the first mission of this kind I had. Many friendly and enemy aircraft dogfighting while the Sturmoviks did their job. A big 'Strike coordination effort' mission and it didn't lag even on my old system. Great improvement!🏆 4
blitze Posted March 13 Posted March 13 Revisiting Kuban as a VVS pilot and enjoying the expansion of mission types. Also better alt for patrols and AI formations are much nicer to deal with. Thanks. 3
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