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WOFF 'Over The Top' Update Patch V1.06 now available
By Polovski,
Version 1.06 is now available on our website:
https://www.overflandersfields.com/downloads-woffbhahii.html
WOFF OTT has a built in New version Advisor Pop-up so any user should be aware of this anyway.
https://www.overflandersfields.com/downloads-woffbhahii.html
WOFF OTT has a built in New version Advisor Pop-up so any user should be aware of this anyway.
WOFF 'Over The Top' Update Patch V1.05 now available
By Polovski,
WOFF 'Over The Top' Version 1.05 is now available on our website:
Please see https://www.overflandersfields.com/downloads-woffbhahii.html
It will also appear in your in-game patch advisor. Fixes and Changes for V1.05 (Released):
1) Implemented the ability for users to add in their own weather types in QC, and in Scenario and Campaign Overrides - Weather files need to start with "OBD_" to be detected by WOFF
2) Implemented the ability for users to toggle the 'busy images' on and off in the workshops - Page 2
3) Implemented 'Realistic Outcomes' in the workshops - Page 2 - player and observer will spend more realistic time in hospital.
Player and observer will spend more time in captivity with a higher chance of never escaping.
'Normal Outcomes' is as before
And 'Easy Outcomes' is well easy, as before.
4) Faster AC should no longer stop short of the end of the airfield landing lanes.
********** Note: Panama Reds 'Updated Airfields Mod' is currently not compatible with this version!! ************
********** If you are using it, disable it before applying this patch, and wait for his update!! ************
It will also appear in your in-game patch advisor. Fixes and Changes for V1.05 (Released):
1) Implemented the ability for users to add in their own weather types in QC, and in Scenario and Campaign Overrides - Weather files need to start with "OBD_" to be detected by WOFF
2) Implemented the ability for users to toggle the 'busy images' on and off in the workshops - Page 2
3) Implemented 'Realistic Outcomes' in the workshops - Page 2 - player and observer will spend more realistic time in hospital.
Player and observer will spend more time in captivity with a higher chance of never escaping.
'Normal Outcomes' is as before
And 'Easy Outcomes' is well easy, as before.
4) Faster AC should no longer stop short of the end of the airfield landing lanes.
********** Note: Panama Reds 'Updated Airfields Mod' is currently not compatible with this version!! ************
********** If you are using it, disable it before applying this patch, and wait for his update!! ************
WOFF BH&HII 'Over The Top' is now available!
By Polovski,
WOFF BH&HII 'Over The Top' is now available!
WOFF 'OVER THE TOP'
Guys Please Note:
We recommend UNINSTALLING ALL MODS before installing WOFF OTT.
Many mods will no longer be compatible with WOFF OTT because of fundamental changes in the Campaign Engine and the Run Time Engine.
NOTE:- The Consolidated Custom Facilities Airfields Mod is NOT COMPATIBLE WITH WOFF OTT - do NOT INSTALL it.
We are working on incorporating this into WOFF as an official addon to be released as a free patch.
If in doubt rather reinstall BH&HII first!
WOFF 'OVER THE TOP'
Guys Please Note:
We recommend UNINSTALLING ALL MODS before installing WOFF OTT.
Many mods will no longer be compatible with WOFF OTT because of fundamental changes in the Campaign Engine and the Run Time Engine.
NOTE:- The Consolidated Custom Facilities Airfields Mod is NOT COMPATIBLE WITH WOFF OTT - do NOT INSTALL it.
We are working on incorporating this into WOFF as an official addon to be released as a free patch.
If in doubt rather reinstall BH&HII first!
WOFF Development Update September 2024
By Polovski,
Hi all,
There's a new Development News update for September 2024 up on the WOFF website now, with new images. Also, the new name for WOFF B&H II Expansion is revealed!
Enjoy.
https://www.overflandersfields.com/index.html
There's a new Development News update for September 2024 up on the WOFF website now, with new images. Also, the new name for WOFF B&H II Expansion is revealed!
Enjoy.
https://www.overflandersfields.com/index.html
WOFF Development Update June 2024
By Polovski,
Hi all,
We have a small Development news update on our Website.
This is regarding the WOFF BH&H II DLC / Expansion!
Please check the News section out there!
https://www.overflandersfields.com/index.html
Il2 Series "Korea" Dev Blog №1
By 76.IAP-Blackbird,
Dev Blog №1
Well — here it is, this moment. We announce to you, dear friends, our new project and our new game world — "Korea. IL-2 Series." From now on and until the release of the game, we plan to publish developer diaries regularly and quite often, in which we will tell you in detail about most aspects of the new flight simulator. In this, the first, introductory entry, we will "go over the top" and outline the main features of the new project.
What is it about?
"Korea. IL-2" immerses the player in a virtual world that recreates the air battles in the skies over the Korean Peninsula from April 1951 to July 1953. Military operations during this time were concentrated in the northern part of the peninsula, and much was decided in the air. These events became a landmark in the history of aviation and military affairs: it was the swan song of propeller aviation (which played a very important role in the Korean War) and the rise of jet aviation. By the time of release, it is planned to recreate no less than 8 player-controlled aircraft — half of them will be jets and the other half will be piston-engined aircraft. The jets will be represented not only by the first "pioneers" of the new era, in which designers and pilots for the first time faced unknown challenges to their skills, but also by the powerful and efficient second-generation F-86A Sabre and MiG-15bis. Piston-engined aircraft will be the quintessence of the era — in the skies of Korea piston aviation enthusiasts will be able to fly the most powerful and efficient machines of this type in history: the F-51D Mustang and F4U Corsair and their Soviet opponents. One of them will be the Il-10 attack plane — where else but in a flight simulator about the Korean War could we pay tribute to the last attack plane of the famous Il-2 series? With improved aerodynamic contours, a more powerful engine, improved flight characteristics, still powerfully armed, and having an armored fuselage — in the hands of an experienced pilot it was a powerful machine.
Who is it about?
In the new project we are recreating the air forces of those countries whose pilots were most involved in the aerial battles: the USA, North Korea, the USSR and China. It is interesting that both the Soviet pilots and the Chinese People’s Volunteers participated under the legend that they were all flying North Korean planes — the identification marks of the USSR and China were painted over by the marks of the North Korean Air Force. In fact, there were air regiments in the command structure of the Soviet and Chinese armies, which will be reflected in the uniforms and equipment of the pilots and the language of radio communication. In the main game mode, the player will no longer be an ordinary pilot, concerned only with individual success in a series of combat missions — now the player will be a commander of an entire unit, and on his shoulders will rest not only the management of personnel, but also the planning of combat missions based on the situation and the management of the unit’s resources — the personnel and aircraft.
What's new?
The new game engine is even more different from Great Battles than Great Battles was from Rise of Flight. DirectX 12, Physically Based Rendering (PBR) technologies, new visualization systems for atmosphere, vegetation, graphical effects, integration of a new version of the sound API, a new GUI engine and design, an evolution of the aircraft simulation physics engine, including a new aerodynamics, systems operation and damage model, a new damage model for ground objects and ships, a new system of decision making and giving orders to AI pilots, a new radio communication system, and, of course, a new qualitative evolution of the main game mode — all this together makes a qualitative leap, not just an evolutionary step. It required a huge investment of effort and resources from us, because for the new technologies all models, effects, sounds, graphical interface — all this had to be created from scratch. In other words — this is not just "a new version of IL-2," no. "Korea. IL-2 Series" is a completely new version of the engine and has completely new content. What's next? Actually, we started the development of "Korea" in parallel with the development of "Great Battles" back in the summer of 2022, and most of the work has already been done. Now we are actively developing the graphical interface and game modes: the development of aircraft has already moved to the stage of creating cockpit models, while the map of Korea is in its final shape and we are already filling it with cities and airfields. The development of dozens of types of ground and sea objects is nearing completion, and the new technological base — engine and tools — is already ready. Most of the development path has been completed, all the parameters of the new project have been defined, and that’s why we can finally announce it with peace of mind and tell you about its features without making promises we weren’t sure we could keep. Thanks for your patience! We will try to keep you updated on what we have already created and how we are progressing during the development cycle until the release.
Dev Blog №1 (il2-korea.com)
Well — here it is, this moment. We announce to you, dear friends, our new project and our new game world — "Korea. IL-2 Series." From now on and until the release of the game, we plan to publish developer diaries regularly and quite often, in which we will tell you in detail about most aspects of the new flight simulator. In this, the first, introductory entry, we will "go over the top" and outline the main features of the new project.
What is it about?
"Korea. IL-2" immerses the player in a virtual world that recreates the air battles in the skies over the Korean Peninsula from April 1951 to July 1953. Military operations during this time were concentrated in the northern part of the peninsula, and much was decided in the air. These events became a landmark in the history of aviation and military affairs: it was the swan song of propeller aviation (which played a very important role in the Korean War) and the rise of jet aviation. By the time of release, it is planned to recreate no less than 8 player-controlled aircraft — half of them will be jets and the other half will be piston-engined aircraft. The jets will be represented not only by the first "pioneers" of the new era, in which designers and pilots for the first time faced unknown challenges to their skills, but also by the powerful and efficient second-generation F-86A Sabre and MiG-15bis. Piston-engined aircraft will be the quintessence of the era — in the skies of Korea piston aviation enthusiasts will be able to fly the most powerful and efficient machines of this type in history: the F-51D Mustang and F4U Corsair and their Soviet opponents. One of them will be the Il-10 attack plane — where else but in a flight simulator about the Korean War could we pay tribute to the last attack plane of the famous Il-2 series? With improved aerodynamic contours, a more powerful engine, improved flight characteristics, still powerfully armed, and having an armored fuselage — in the hands of an experienced pilot it was a powerful machine.
Who is it about?
In the new project we are recreating the air forces of those countries whose pilots were most involved in the aerial battles: the USA, North Korea, the USSR and China. It is interesting that both the Soviet pilots and the Chinese People’s Volunteers participated under the legend that they were all flying North Korean planes — the identification marks of the USSR and China were painted over by the marks of the North Korean Air Force. In fact, there were air regiments in the command structure of the Soviet and Chinese armies, which will be reflected in the uniforms and equipment of the pilots and the language of radio communication. In the main game mode, the player will no longer be an ordinary pilot, concerned only with individual success in a series of combat missions — now the player will be a commander of an entire unit, and on his shoulders will rest not only the management of personnel, but also the planning of combat missions based on the situation and the management of the unit’s resources — the personnel and aircraft.
What's new?
The new game engine is even more different from Great Battles than Great Battles was from Rise of Flight. DirectX 12, Physically Based Rendering (PBR) technologies, new visualization systems for atmosphere, vegetation, graphical effects, integration of a new version of the sound API, a new GUI engine and design, an evolution of the aircraft simulation physics engine, including a new aerodynamics, systems operation and damage model, a new damage model for ground objects and ships, a new system of decision making and giving orders to AI pilots, a new radio communication system, and, of course, a new qualitative evolution of the main game mode — all this together makes a qualitative leap, not just an evolutionary step. It required a huge investment of effort and resources from us, because for the new technologies all models, effects, sounds, graphical interface — all this had to be created from scratch. In other words — this is not just "a new version of IL-2," no. "Korea. IL-2 Series" is a completely new version of the engine and has completely new content. What's next? Actually, we started the development of "Korea" in parallel with the development of "Great Battles" back in the summer of 2022, and most of the work has already been done. Now we are actively developing the graphical interface and game modes: the development of aircraft has already moved to the stage of creating cockpit models, while the map of Korea is in its final shape and we are already filling it with cities and airfields. The development of dozens of types of ground and sea objects is nearing completion, and the new technological base — engine and tools — is already ready. Most of the development path has been completed, all the parameters of the new project have been defined, and that’s why we can finally announce it with peace of mind and tell you about its features without making promises we weren’t sure we could keep. Thanks for your patience! We will try to keep you updated on what we have already created and how we are progressing during the development cycle until the release.
Dev Blog №1 (il2-korea.com)