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Hello everybody,

 

Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we’d like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 “Sherman” and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content.

The main areas of the Tank Crew development at this moment are:

  1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we’re making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and ‘simple’, non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We’re beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field.

  2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one.

  3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access.

  4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we’ll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we’ll tell you more about these scenarios.

All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can’t get anywhere else.

To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update:

The map of the southern part of the Kursk salient you’ll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km):

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KV-1S crew:

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PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching:

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M4A2 “Sherman” interior renders:

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PzKpfw III Ausf.M interior renders:

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Patrick

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Salute, comrade pilots! :salute:


For some time, we have not covered the work being done in our aviation workshop, giving the news platform to armored vehicle enthusiasts. But today it is time to return to the planes. And I will tell you what our engineering team is working on now.


At this time our software engineers are simultaneously developing three legendary airplanes: the P-51D Mustang, the Fw-190 D-9 Dora and the Me-262 Schwalbe, which is the first jet airplane in the "IL-2: Great Battles" series. Undoubtedly, all these airplanes stand out from the rest of the plane-set in terms of their excellent speed characteristics. And as usual making a virtual copy of a new airplane to our stable brings new challenges and tasks we must perform.


For example, the Me-262 is the first aircraft in our project with a swept wing. It would seem that the difference is not very big, but this circumstance required us to refine the aerodynamics calculation technology. The result of this work will be more accurate characteristics of the stability and controllability of the airplane in lateral movement, which sweep has a significant impact. Daniel has already mentioned about a turbojet engine in the previous diaries, and now work on the Jumo-004B model is in full swing. A dynamic model of the turbo-compressor was assembled, and now work is underway on the engine's thrust, heat and fuel-flow characteristics. Virtually each of the above airplanes required us to make improvements in the models of units and on-board equipment. For example, this is a powerful developed wing mechanization, including slats across the whole wingspan of the Schwalbe, a new gunsight that the Dora and the Schwalbe will receive - they will be the first German airplanes in our project with a gyro gunsight. There is also an automated control of radiators and superchargers on the Mustang. I should note that the P-51D and Me-262 have a sensitive center of gravity when heavily loaded with fuel and ordinance. For example, the Mustang had such a small reserve of longitudinal stability with full fuel tanks that the pilot flight manual instructed pilots to avoid aerobatics with full fuel tanks because of the risk of stall and spin. This quirk of the P-51D will be present in our simulator.


In addition, two new biplanes for the Flying Circus project have entered the “factory testing” stage. These are the legendary Fokker D7 and Sopwith Dolphin, whose 3D models were revamped by our partner Ugra-Media. This stage involves a large number of in-game tests that we perform before giving the airplanes to beta testers. And for such tests, we use special developer tools that allow us to quickly check various animations, visualization of damage models, operation of instruments and visual effects, such as smoke, fires, dust from under the wheels and others. Today I would like to show you a short video with one of these tests. In this video you can see an in-game test (conducted at a special test base on a distant secret island) where the animation of the landing gear damage was checked. I recorded this video in the fall while working on the implementation of the Sopwith Camel to our project. Often, working on "serious games" we forget that our work is also fun. In this video I just wanted to have some fun with my colleagues, to cheer them up after a period of hard work. So today, my colleagues and I decided that maybe it is a good idea to share this video to you. If it evokes a smile on your face - well, then I recorded it not in vain. If you like it, it may possible that we will show you some more in-game tests that our very serious engineers do:

 


And finally, since we have touched on our Flying Circus project, we would like to show you a series of screenshots from the Arras map which our partners at Ugra-Media are actively working on. In these screenshots you can see the step forward in visualization of the map compared to our previous Great War simulation. Plus, here are the first in-game screenshots of the re-furbished Sopwith Dolphin and Fokker D.VII cockpits which are coming soon:

 

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Patrick

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Developer Diary 219 - Discussion

Just now, Han said: 219 Dear friends, One week has passed since our previous Dev Diary and we have something new to show you once again. The rate of development is truly fantastic. Today we wont have so much text but will compensate it with WIP...

 
 

219

 

Dear friends,

One week has passed since our previous Dev Diary and we have something new to show you once again. The rate of development is truly fantastic. Today we won’t have so much text but will compensate it with WIP screenshots of two ‘stars’ of our Bodenplatte project.

The first star of today’s Blog is the British fighter Hawker Tempest Mk.V series 2. These planes played a significant role in the events of January 1st, 1945 - the units managed to take off in time when Luftwaffe attacked the Allied airfields during Bodenplatte operation. Tempests were equipped with some serious firepower - four 20mm Hispano guns - and achieved good speeds at lower altitudes, which was handy for a dogfight near the ground.

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The second aircraft we want to show you today is USAAF North American P-51D-15 Mustang, the most famous American fighter of WWII that was widely used in different theatres of war. To a degree, its exceptional range and altitude capabilities made the deep bombing raids over Germany possible. Mustangs had good overall maneuverability and climb rate, while their six .50 cal M2 Browning machineguns allowed them to engage any air targets. A Mustang could also carry bombs and rockets, making it a fighter/bomber.

It should be noted that while many Mustangs still exist around the world, including airworthy ones, most of them are combinations of different modifications, including post-WWII ones. Therefore we’re spending a lot of time researching tech schematics, spare parts catalogs, and similar documents to make sure the final result will be as authentic as possible.

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And to finish today’s blog, here are WIP screenshots of the next Flying Circus plane - Fokker D.VIIF. This Deutsche Luftstreitkräfte late WWI fighter has been equipped with a great engine for its time, BMW D.IIIa, that gave it an advantage over Allied fighters at high altitudes. Coupled with good maneuverability, it made Fokker D.VIIF a very dangerous adversary.

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Patrick

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Dear friends,

 

We just released the new update 3.012. Only two weeks have passed since the previous update so the changelist isn't that long, but this time our customers will get FIVE new pieces of content for all three our current projects at once.

 

First, this is a new Collector's Plane for Bodenplatte - Fw 190 D-9 "Dora", one of the legendary late war Luftwaffe planes with very good speed and armament. Its main difference compared to previous models is Jumo-213 A1 water cooled engine equipped with MW 50 water-methanol injection system that can be used to increase the power output even more for up to 10 minutes. Another improvement of this plane is the automatic engine governor MBG and an effective engine cooling. This is also the first aircraft in our project to receive EZ 42 gyro gunsight. "Dora" could carry up to 500 kg bombs and R4M Orkan rockets (the new weapon in our project as well) which later served as a base for many post-war unguided rocket designs.

 

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Second, we released the Prokhorovka map for Tank Crew - Clash at Prokhorovka project. This map is an important step in our map technologies because the polygonal net of the landscape is 16 times more detailed than on previous maps. In addition, the detailed zone for ground warfare (20 km to the South and the West of Prokhorovka) contains new high detailed buildings with new damage visualization. It should be noted that this more detailed environment, of course, demands more from the graphics subsystem, but reasonable graphics settings can give you good performance even on middle range video cards. You may ask "Why don't you make all the new maps at this level of detail?", but the answer is that increasing the level of detail reduces the overall size of the map. A good map for the joint tank and air battles (100 x 100 km in case of Prokhorovka) would be not enough for a full-blown, 'air campaign' map that should be 200 x 250 km minimum. Therefore, Prokhorovka map is a fine balance of several things. It allows making interesting tank campaigns, having interesting joint tank and aircraft multiplayer, keeping the performance impact 30% or less at reasonable graphics settings, and having improved visual quality at the ground level required for the ground battles.

 

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Third, Tank Crew - Clash at Prokhorovka customers get two new toys: M4A2 and PzKpfw.III Ausf.M. Both tanks were interesting machines and they are recreated painstakingly and with passion. It should be noted that M4A2 could stand its own even against the heavier German adversaries thanks to its maneuverability, good turret traverse speed and sufficient armor penetration ability of its solid AP round. The medium tank PzKpfw.III Ausf.M also had a good chance against medium Soviet tanks - APCR rounds could penetrate their armor while its frontal protection was relatively good thanks to the spaced 50 and 20 mm armor plates. It also had a low visible profile, good maneuverability and high rate of fire.

 

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Fourth, Flying Circus customers get Fokker D.VIIF. it was one of the best, if not the best, Deutsche Luftstreitkräfte fighter of WWI. The new and powerful for its time BMW IIIa engine gave the plane high speed and maneuverability at high altitudes while the oxygen supply enabled a pilot to fight up there effectively. Its armament is standard for German fighters of that time - two 7.92 mm LMG 08/15 "Spandau" (650 rounds per minute each).

 

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1. Fw 190 D-9 "Dora" fighter is available to Battle of Bodenplatte Premium Edition owners;
2. Prokhorovka map (Southern part of the Kursk salient) is available to Tank Crew - Clash at Prokhorovka owners;
3. M4A2 tank is available to Tank Crew - Clash at Prokhorovka owners;
4. PzKpfw.III Ausf.M  tank is available to Tank Crew - Clash at Prokhorovka owners;
5. Fokker D.VIIF fighter is available to Flying Circus - Volume I owners;

6. UDP output API for moving platform simulators was added, details are in attached document;

Il2_MotionOutput.zip
7. Locomotive tenders are destroyable once again;
8. The oxygen system capacity corrected (increased) on Fokker D.VII;
9. The sound of a damaged engine made more pronounced on all aircraft;
10. KV-1s, Pz.VI-H1, M4A2, and Pz.III-M have night gunsight illumination;
11. KV-1s and Pz.VI-H1 turrets bend their antennas when rotating;
12. Rocket exhaust flame corrected - it cuts immediately when the engine of a rocket stops and its smoke trail disappears faster;
13. A game freeze (when a statistics screen was visible on top of the other menus) has been fixed. 

 

PS:

Information for mission designers and server hosters:

'Block' objects durability has been changed.

Smaller objects like static vehicles (static_...) should have Durability = 500

Medium sized objects (static fighters, small control tower, etc.) should have Durability = 1000

Big objects (like static bombers) should have Durability = 1500


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Patrick

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Hello everyone!

 

In these sunny April days, we are working on the next big update, which we hope will be released in May. Previously we can say that this update will again be very voluminous in terms of the amount of content being released. A little bit later we will be able to say exactly what will be in this update, but we are aiming to launch a new noteworthy aircraft of the "Battle of Bodenplatte" project, two WWI airplanes in the "Flying Circus" project and two new tanks in the "Tank Crew" project. We also continue to work on evolution of the aviation part of the project and on deepening the gameplay of the tank part. A little later in the developer’s diaries we are planning to tell in detail about a new big "feature" of the multiplayer game - the "Battlefield Marshal" mode, the development of which is almost completed and will soon move to the testing and debugging phase. In the tank project, we are working on the functions of the tank commander, which will allow you to control both your crew and subordinate units. Also in the next update, we plan to significantly expand the model of damage to the systems and parts of the tank.

 

Today we want to show you a couple of the first in-game cockpit shots of our new "Swallow" - the Me 262 A "Schwalbe" fighter-bomber. Honestly - it turned out to be an incredibly interesting aircraft:

 

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Today we also will dedicate a couple of screenshots to the almost completed crew of the M4A2 "Sherman" tank. Since the tank has an extremely wide range of possible positions for firing and driving by various crew members - this work was not easy, but the result is interesting too:

 

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And another screenshot shows a new particle-based effects technology inside the cockpits in the first-person view. In the first stage, we will introduce this system for tanks (the effect of a fire starting from spilled fuel, the effect of extinguishing this fire, smoke when the engine is damaged, powder gasses when firing from a cannon and a machine gun). In the medium term, we also plan to use this technology for airplanes:

 

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And many of your have inquired and commented about the Arras map for Flying Circus. It is underway by our partner Yugra Media. So far, everything regarding this map is on schedule, but work is still early and we don’t have any WIP shots for you to see yet. We are doing our best to help Yugra make a quality map for you. 


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Patrick

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Developer Diary 221 - Discussion

Just now, Han said: 221 Dear friends, As the development continues, we have new stuff to show you today. ........................ S.E.5a combined all the main combat characteristics needed for a victory - speed, firepower and maneuverability....

 
 

As the development continues, we have new stuff to show you today. Let’s begin with the Flying Circus project - together with our partners, we’re finishing the next two planes: British S.E.5a made by Royal Aircraft Factory made and German Albatros D.Va made by Albatros Flugzeugwerke.

 

S.E.5a combined all the main combat characteristics needed for a victory - speed, firepower and maneuverability. Its 8-cylinder 200 HP V8 Wolseley Viper engine enabled it to go up to 218 kph at the ground level. Its armament of two different machineguns was somewhat original - one forward firing 7.69 mm Vickers and one 7.69 mm magazine fed Lewis installed on a mount that made firing at the targets forward and above possible:

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Albatros D.Va was a symbol of the first half of WWI and its streamlined profile is easily identifiable. Powered by 6-cylinder 180 HP Mercedes D.IIIa engine and armed with two synchronized 7.92 mm Spandau LMGs 08/15, it had a completely rigid fuselage made of glued wood, which is now much easier to visualize in the sim thanks to the increased quality and complexity of 3D models:

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For Tank Crew project we’re developing the interiors of the next two tanks together with our partners: PzKpfw. IV Ausf. G and T-34 made by UVZ factory at the beginning of 1943. In addition to these new tanks, the next big update will bring numerous additions to the tank system functionality and damage modeling. Today we can show you the renders of the new T-34 interior made by Uralvagonzavod.

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And finally, the news about our biggest project, Bodenplatte. At the moment, all buildings models for it are completed, including the unique historical ones, and most of them already have modeled damage. The work on the new AI-controlled ground vehicles required for this project has started. Of course, the development of the remaining aircraft is progressing at full speed. Today we can show you a couple of screenshots showing the building damage on the Bodenplatte map:

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And here’s one of the new AI-controlled vehicles - Willys MB off-roader. You can see the increased level of detail we have set up for all new non-player controlled ground vehicles:

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222

IL-2 Sturmovik Forum

Developer Diary 222 - Discussion

1 minute ago, Han said: 222 Dear friends, The time flows and the Summer draws near, and were another step closer to the release dates of our projects. For Bodenplatte, the biggest chunk of work to be done is the map. With first cities, settlements...

 
 

 

Dear friends,

The time flows and the Summer draws near, and we’re another step closer to the release dates of our projects. For Bodenplatte, the biggest chunk of work to be done is the map. With first cities, settlements and airfields done, the work continues on placing the rest of them according to historical data. In the code, we have begun the long-awaited work on aircraft AI improvements: for instance, in the next update, we plan to release the improved formation logic. For Career mode, new squadron emblems, military ranks and awards for all three countries will be finished soon.

P-38J-25 and Tempest Mk.V FM are in the works, while Me-262A jet fighter-bomber FM should be finished soon. Speaking of visual models, P-51D-15, P-38J-25, Tempest and B-25D are nearing completion and proceeding according to schedule. Of course, the new theatre of war requires new ground vehicle models too. Today we can show you the screenshots of another one - German Sd.Kfz. 7/1 halftrack with 20 mm Flak-Vierling 38 AA gun:

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For Flying Circus, the development of the Arras map (1918) continues, it will use the new art techniques being developed for ‘Bodenplatte’. We should be able to show you the first screenshots of it in Summer, but today we have some new WWI aircraft cockpit screenshots, S.E.5a and Albatros D.Va. As you can see, the work on them is nearly complete and we plan to release them for Flying Circus owners before the end of this Spring:

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For Tank Crew, the work on enhancing the tank damage modeling is progressing well. Physical tank models now include many systems and their damage while visual models have many new animations and working instruments. The already released systems have their damage modeling improved and we have added simple GUI damage notifications for systems and crewmen. All significant events will be displayed in the ‘technochat’ (log) on screen. In May-June we plan to implement repairing, refueling and rearming (which later will be also applicable for aircraft). In the next update, we’ll release the animated crews for PzKpfw. III Ausf. M and M4A2. Today we can show you the PzKpfw. III Ausf. M crew and PzKpfw. IV Ausf. G interior:

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And to finalize this Dev Blog we would like to show you the new promotional video for Battle of Stalingrad created by =HH=Pauk. It shows that the development of all of our projects doesn’t stop on release date by all means and they are continuously developed and improved. Enjoy:

 

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Patrick

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223

Hello everybody,

The Spring ends soon, and we’re preparing the next update for you. In the next 2-3 weeks, we plan to finish the testing of the new game version, which has started already - this week we started the beta testing of Flying Circus S.E.5a and Albatros D.5a and today we add T-34 UVZ mod. 1943 from Tank Crew project to it. And the next week the beta testing of the long-awaited Me 262 A for Battle of Bodenplatte will begin.

For Bodenplatte we also have the Summer US pilot ready, German and British pilots will receive their summer outfits soon. We can show you the US one today:

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Jet engine Jumo-004B-1 for Me 262 A fighter/bomber is nearly finished - it is installed on the aircraft, its characteristics are set up and it is being tuned right now. For our project, we have chosen the updated variant of this engine which had a modified valve that made the throttle controls more trouble-proof. However, sharp throttle changes still can cause an engine fire, so it requires a degree of caution. Speaking of available modifications, this aircraft in the game will have the following ones:

  • EZ 42 gyro gunsight with automatic deflection calculation,
  • R4M unguided air-to-air rockets, 12 per mounting,
  • Armored pilot headrest,
  • Pilot back armor,
  • Removal of the gun mounting armor for making the aircraft less nose-heavy,
  • Removal of two Mk 108 guns,
  • Bomber variant capable of carrying two SC 250 or one SC 500 bombs.

The list of this plane peculiarities includes the dangerous effect of Mach tuck at higher speeds that at first decreases its yaw stability. This yaw stability decrease not only makes the aircraft harder to handle but also warns the pilot of the increasing danger of an uncontrollable dive. The nose landing gear is omnidirectional and has additional brakes. While the plane is capable of reaching up to 837 kph near the ground it has good controllability at low speeds thanks to wing slats. It should be noted that the longitudinal center-of-gravity depends on the remaining fuel, ammo and modifications installed very heavily. For instance, if you remove the nose gun armor and two guns, it becomes so tail heavy with full tanks that it is dangerous to fly. Positive characteristics include good roll controls at any flight speed. All in all, the plane is going to be controversial, unusual and very interesting to fly:

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Next Flying Circus planes, S.E.5a and Albatros D.5a, are completely finished and are being tested at the moment. The new level of visual quality allows us to have a fresh look at the aircraft of the Great War - previously invisible details became apparent, the materials became more lifelike. We hope to be able to show you the first screenshots of the Arras map soon. Meanwhile, we started the work on the next pair of WWI planes we have to develop - Bristol Fighter and Halberstadt CL.II. Bristol Fighter was a general purpose frontline aircraft that served as fighter, light bomber and recon plane while Halberstadt CL.II was a specialized frontline attack aircraft, sometimes also used for recon. But today we can show you the screenshots of S.E.5a and Albatros D.5a:

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Tank Crew owners will also get much new stuff in this update - our partners from Digital Forms have finished the work on T-34-76 UVZ mod. 1943 and it will also be added to Early Access. There is much info on T-34 available, but some things can be repeated. Fast, maneuverable, with good armor and weapons - sloped angle armor made it only slightly less armored than heavier KV-1s. However, long 75 mm and 88 mm German guns in 1943 were very dangerous and this armor was no longer enough, so this means that T-34 crews need to rely on the main advantages of this tank - speed and mobility - even more.

However, the new tank isn’t the only addition to Tank Crew you’ll get in the next update. We’re currently testing the new, more detailed tank damage model. The damage sustained will be indicated on a special overlay toggled by Enter key and in the messages on the left of the screen. The following systems can be damaged:

  • Engine,
  • Cooling system (coolant leaks that eventually lead to an engine overheat and damage),
  • Oil tanks (oil leaks lead to fire danger),
  • Fuel tanks (fuel leaks also increase the danger of fire, more for gas engines and less for diesel ones),
  • Transmission and gearbox (longer gear shifting, inability to change the gear, complete transmission failure),
  • Steering (more difficult turning),
  • Electric system (inability to start the engine, inability to use powered turret traversing mechanism, internal and external lighting, radio),
  • The left part of the suspension and left track,
  • The right part of the suspension and right track,
  • Radio,
  • Main turret traverse mechanism,
  • Manual turret traverse mechanism,
  • Gun mounting,
  • Main gun,
  • Machine guns,
  • Crew.

Of course, this feature is linked to another - the possibility of field repair. It is also being worked on and most of it will be usable for aircraft as well. The crew will be able to repair the tank systems in the field as long as the tank is not completely destroyed. In addition, the mission designer can add special repair and ambulance tracks that accelerate this process both to single and multiplayer missions. Later, during Summer, we plan to add refueling and ammo trucks to replenish the fuel, oil, water and ammo reserves. And today we can show you the screens of the coming T-34-76 UVZ mod. 1943:

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Patrick

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Developer Diary 224 - Discussion

1 minute ago, Han said: 224 Dear friends, Todays Dev Blog is really short - were working on finishing the update 3.101 full time. This update will be very huge, its change list consists of more than 70 points already. Be warned by the way - because...

 
 

224

 

Dear friends,

Today’s Dev Blog is really short - we’re working on finishing the update 3.101 full time. This update will be very huge, its change list consists of more than 70 points already. Be warned by the way - because of the critical amount of changes, the track and mission format will be changed, so if you have interesting tracks convert them to videos beforehand. If you’re an author of a custom mission or campaign, be prepared to resave your creation after the release (it can be done quickly using ‘Convert missions to binary in folder’ in the Mission editor). So, we have a lot of work on our hands at the moment, but it’s not very exciting to tell about it. However, we have an interesting thing we can show you today.

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The plan is to have the external textures of all Bodenplatte aircraft in 4K quality. This is possible thanks to new texturing techniques and the help from our community members =ICDP= and =BlackHellHound1=. For instance, today we can show you the Me 262 as you’ll see it in the coming update - in all 4K glory.

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See the world combat debut of our Me-262 at FS Expo 2019 in Orlando, FL June 8-9 Booth #505. Jason will be there putting it through its paces with a 6DOF motion-sim by Gforcefactory and VR.

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Patrick

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Dear friends,

Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, Т-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.

Upping the exterior textures to 4К quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.

IL-2 Sturmovik team wishes you nice summer weather and enjoyable flying in our sim!

Main features

  1. Jet fighter-bomber Me 262 A “Schwalbe” is now available for all owners of “Battle of Bodenplatte”;
  2. Albatros D.Va is now available for all owners of “Flying Circus”;
  3. S.E.5a is now available for all owners of “Flying Circus”;
  4. T-34-76 UVZ made in early 1943 is now available for all owners of “Tank Crew - Clash at Prokhorovka” (includes crew);
  5. Bf 109 F-4 exterior textures are now available in 4К quality, including damage, thanks to =BlackHellHound1=;
  6. Fw 190 A-8 exterior textures are now available in 4К quality, including damage, thanks to =ICDP=;
  7. Crew models added to M4A2;
  8. Crew models added to Pz.III Ausf.M;
  9. In VR, active reprojection won’t cause a rotating propeller to flicker;
  10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);

AI improvements
11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
12. AI fighters aim better when engaging a straight flying target;
13. AI fighters open fire earlier when engaging a straight flying target;
14. AI fighters maneuver more carefully when covering bombers;
15. AI keeps the formation much better;
16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
18. AI bombers won’t open bomb bay doors during the route by mistake;
19. AI won’t attempt to land on tank spawn points in multiplayer in case of an emergency;
20. AI gunners fire only at targets selected as ‘Engageable’ (Mission Editor parameter);
21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
26. Ground AI won’t fire at crewmen escaping from friendly vehicles;

New features for player controllable tanks
27. It’s possible to limit the maximal gear by X and Z key;
28. Enter key invokes the damage control overlay;
29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
32. Oil system damage causes engine damage at a progressing rate;
33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
35. Engines have a heat model that is affected by damage;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. ‘Warmed up engine’ option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
41. Damaged suspension springs or torsions can become lame;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
47. The driver instruments functioning was updated;
48. Powered (electric) turret traverse mechanism added to KV-1s and Т-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won’t work if it is damaged, there is no power or the engine is off;
49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won’t work if it is damaged or the engine is off;
50. Backup (pneumatic) engine starter added to KV-1s and Т-34-76-UVZ-1943 that is used if there is no power;
51. Additional (panoramic) gunsight added to KV-1s and Т-34-76-UVZ-1943;
52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
54. Pz.III Ausf.M brake drums are correctly animated;
55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
56. Tanks won’t ‘jump’ on rubble left from destroyed buildings;
57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
60. KV-1s paint color has been corrected;
61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;

New features in aircraft physics, systems and animations
62. Infinitely firing aircraft of other players shouldn’t randomly appear in multiplayer anymore;
63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
64. PTAB sub-munitions effect on ground targets has been corrected;
65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
70. All aircraft: when starting or shutting down the engine with all three difficulty options “Cruise control”, “Throttle auto limit” and “Engine auto control” turned off you need to move the engine controls during the startup or shutdown procedure yourself;
71. All aircraft: wind noise sound with jettisoned or broken canopy won’t disappear at 720 kph and higher speeds;
72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
78. Moving horizontal stabilizers control levers or wheels can be heard;
79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
80. In multiplayer, you can hear the engine starter of another player.

Because of the huge amount of changes, the track and mission format was changed. If you’re an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using ‘Convert missions to binary in folder’ in the Mission editor).

 

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Developer Diary 225 - Discussion

1 minute ago, Han said: 225 Dear friends, The Summer is in full swing and were working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show...

 
 


Dear friends,

 

The Summer is in full swing and we’re working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show you the cockpit of Hawker Tempest Mk.V:

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As we announced before, all Bodenplatte planes will have 4K external textures. Here are Bf 109 G-14 shots that show the texturing made by Martin =ICDP= Catney:

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In addition to the models, we’re working on the important features like more detailed pilot’s physiology effects. Fatigue caused by a high G stress, (in)ability to bail out and other such things. After that, we’ll get to repairing, refueling and refitting the aircraft on the ground.

At the moment we’re moving to a newer FMOD version and our sound designer converts all the sounds to the newer sound engine. The main result of this work should be a fix of the disappearing sounds issue after playing for a while that was caused by having too many of them. We also started the research on making the aircraft and ships visible from several times farther distances. This task is very complex since it involves many various parts of the project - we can’t make it at the cost of a significant performance loss in the graphics and network subsystems.

The work on the Bodenplatte map is nearing completion and we’ll be able to show you the screenshots showing the result of this tremendous work soon. This also means we started the work on the Career mode for it that will be called Battle of Rheinland. Starting on September 17th, 1944 and ending on April 1st, 1945, it will include several new mission types characteristic for this timeframe on the Western front. All the required information - squadron histories and emblems, pilot biographies, awards, news, etc. - was accumulated with the help from our community members and we’re very grateful to those who participated in this task.

Another important thing we must tell you is that American, British and German infantrymen models for Bodenplatte project are finished - they will man the guns, drive the vehicles and appear as airfield personnel. And here’s the model of the Royal Air Force pilot for Summer of 1944:

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Now let’s talk about other our projects. For Tank Crew, the next update will bring Pz.Kpfw.IV Ausf.G that has autonomous electric turret turn mechanism for instance. And in September we plan to release the two scenario campaigns for Tank Crew - Breaking Point and Last Chance, telling about the fighting near Prokhorovka. Players will be able to participate in the battle from both sides. Today we can show you the title art for these campaigns that were created using in-game tank models and the screenshots of Pz.Kpfw.IV Ausf.G in the sim.

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The next update is planned to include two - actually four - new aircraft for Flying Circus - Halberstadt CL.II, Halberstadt CL.IIau, Bristol Fighter F2 Falcon 2, Bristol Fighter F2 Falcon 3. After that, to complete this project we’ll have to release Amiens-Arras-Lille map that will come with improved visual models for ground vehicles. Here are the screenshots of the coming planes:

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Patrick

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226

IL-2 Sturmovik Forum

Developer Diary 226 - Discussion

12 hours ago, Han said: 226 Hello everybody, This time well start with a small release. As we said before, we began working together with Mikhail =HH=Pauk Zemskov who makes great gameplay videos. The first fruit of this cooperation has been presented...

 
 

 

Hello everybody,

This time we’ll start with a small release. As we said before, we began working together with Mikhail =HH=Pauk Zemskov who makes great gameplay videos. The first fruit of this cooperation has been presented to you in April in Dev Blog #222 - that video was dedicated to our first WWII project - Battle of Stalingrad. And today we present you his second work - Battle of Moscow. As always, =HH=Pauk captured the spirit of the project, its vibe, very well. See for yourself:

In the meantime, the Bodenplatte release comes closer and closer. We told about the work we’re doing at this stage in our previous Dev Blog, and today we want to show you some visual results - it is better to see once than to hear a thousand words. Even better - to see in the sim engine already. The hero of the day is the British fighter Hawker Tempest Mk.V series 2. It turned out to be very complex and simultaneously very interesting to recreate - like all British flying machines which were always famous for their distinctness and original design decisions:

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As always, we constantly update our previous releases. As part of our plan to have all the aircraft in 4K eventually, Fw 190 A-3 Collector Plane for Battle of Stalingrad will be available in 4K in the next update thanks to Martin =ICDP= Catney:

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Now let’s move to the news about our other projects. Scenario campaigns for Tank Crew - Clash at Prokhorovka are nearly finished, soon we’ll record the voices for them and start their beta testing. Our partner Digital Forms is finishing the interior of Pz.Kpfw.IV Ausf.G and it’s beta testing will start this weekend:

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Flying Circus is also moving forward: Halberstadt CL.II and Bristol Fighter F.2B airplanes have their cockpits finished and they are going to this beta too.

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All in all, we progress in all directions and the closer the development is to the release the more interesting details about the coming additions we can tell you.

 

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Patrick

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Dear friends,

 

We're glad to report that the new update containing three new war machines are out. The first one of them is Pz.Kpfw. IV Ausf.G German medium tank for Tank Crew - Clash at Prokhorovka project. It was one of the most commonly used German tanks and had an interesting mix of powerful weaponry and lacking armor, making its use in the sim somewhat peculiar. It also had an interesting feature - autonomous turret traverse mechanism powered by a dedicated petrol motor.

 

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The second one is the WWI RAF fighter bomber Bristol Fighter F.2B for Flying Circus - Volume 1 project. This airplane had good flight characteristics among the two-seaters, various armament and could perform a wide selection of tasks. Two modifications of this aircraft are included - with Falcon II and Falcon III engines.

 

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And the third one is another Flying Circus - Volume 1 aircraft - German WWI ground attack plane Halberstadt CL.II. This multifunctional machine had good defensive turret equipped with one or two Parabellum LMG 14 machine guns fed by large-capacity magazines. Halberstadt could have one or two forward-firing MGs and carry 12 kg and 50 kg bombs, camera for aerial recon and radio for aerial spotting.

 

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In addition to them, the update includes exterior textures in 4K quality for Bf 109 G-14 and Fw 190 A-3. There are also several important improvements in the full list of changes:

 

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1. PzKpfw.IV Ausf.G is available to Tank Crew - Clash at Prokhorovka owners;
2. Halberstadt CL.II (Mercedes D.IIIa (180 h.p.) and Mercedes D.IIIau (200 h.p.) modifications) is available to Flying Circus - volume 1 owners;
3. Bristol Fighter F2.B (Falcon II (255 h.p.) и Falcon III (285 h.p.) modifications) is available to Flying Circus - volume 1 owners;  
4. Bf 109 G-14 has 4K exterior texturing made by Martin =ICDP= Catney;
5. Fw 190 A-3 has 4K exterior texturing made by Martin =ICDP= Catney;  
6. User interface checkbox that disallows other players to occupy one of the stations of your tank in multiplayer works now;
7. Main tank gunfire sound won't be skipped while shooting at a maximum rate of fire;
8. Tank traverse systems on player controllable tanks can be damaged now;
9. Switching between main and backup gunsights on player controllable tanks happens correctly;  
10. Chalk slopes on the Prokhorovka map won't visibly appear and disappear;
11. Forests on the Prokhorovka map won't visibly blink;  
12. Looking at an aircraft mirror at certain view angles won't cause a severe performance drop that was noticeable at high visibility distance settings on low- and middle-end video cards;
13. Destroyed ground vehicles on the GUI map are semi-transparent;
14. Engine throttle control helper logic has been updated (previously it could limit the available engine power at high altitudes);
15. S.E.5, Sopwith Camel and Sopwith Dolphin ailerons buffeting amplitudes at higher flight speeds have been corrected.

 


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Patrick

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