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Il2 DD Update Dev Blog 316 "Sopwith Snipe and Siemens-Schuckert D.IV"
By 76.IAP-Blackbird,
Dear Great War Pilots!
We have some awesome news to share with you in today’s DD. The images below are the first to show the Sopwith Snipe and Siemens-Schuckert D.IV Collector Planes we have in development. They are being built by our friends at Ugra Media with our supervision and they are coming along quickly. The Snipe’s external is looking good and the cockpit is well under way, but not ready for a public reveal yet. The SS.D.IV is in a less developed state, but it’s coming along nicely. Both of these are challenging little birds to build, as great reference material is sparse, but when complete they will represent the pinnacle of WWI fighter design at the time of the Armistice. These are also the first truly new aircraft for Flying Circus that were not made for Rise of Flight in the past and we think you will really enjoy them! Both of these will be made available for Pre-Order soon, now that they have made significant process in their development. More about these two interesting warbirds as development progresses.
Sopwith Snipe
Siemens-Schuckert D.IV
Enjoy!
We have some awesome news to share with you in today’s DD. The images below are the first to show the Sopwith Snipe and Siemens-Schuckert D.IV Collector Planes we have in development. They are being built by our friends at Ugra Media with our supervision and they are coming along quickly. The Snipe’s external is looking good and the cockpit is well under way, but not ready for a public reveal yet. The SS.D.IV is in a less developed state, but it’s coming along nicely. Both of these are challenging little birds to build, as great reference material is sparse, but when complete they will represent the pinnacle of WWI fighter design at the time of the Armistice. These are also the first truly new aircraft for Flying Circus that were not made for Rise of Flight in the past and we think you will really enjoy them! Both of these will be made available for Pre-Order soon, now that they have made significant process in their development. More about these two interesting warbirds as development progresses.
Sopwith Snipe
Siemens-Schuckert D.IV
Enjoy!
Il2 DD Update Dev Blog 315
By 76.IAP-Blackbird,
Dear Pilots and Tankers,
Today’s DD is a collection of images of new content in development by our partners such as Ugra Media, DigitalForms and others.
First, we have a few very much WIP images from the C-47 cockpit being built by Ugra Media. As you can she its coming along nicely and it will add a new dimension to Allied air operations!
Next, we have some amazing cutaway shots of the Churchill Mk.IV tank being built by our partners at DigitalForms. The engineering and work they do for Tank Crew models is simply the best in the business. Looking great!
They are also working on the Stug III which as you can see is not as complete as the Churchill, but the modeling is just as detailed. Here are a few shots of some sub-assemblies.
Finally, we have the Sd. Kfz. 234 which is built by a collection of professional modelers we call Luchin Team. This armored vehicle will be on the Normandy battleground later this summer.
Please cheer on our partners as they work to bring some very interesting new toys to your favorite combat simulator – IL-2 Sturmovik!
Enjoy!
The Sturmovik Team
Today’s DD is a collection of images of new content in development by our partners such as Ugra Media, DigitalForms and others.
First, we have a few very much WIP images from the C-47 cockpit being built by Ugra Media. As you can she its coming along nicely and it will add a new dimension to Allied air operations!
Next, we have some amazing cutaway shots of the Churchill Mk.IV tank being built by our partners at DigitalForms. The engineering and work they do for Tank Crew models is simply the best in the business. Looking great!
They are also working on the Stug III which as you can see is not as complete as the Churchill, but the modeling is just as detailed. Here are a few shots of some sub-assemblies.
Finally, we have the Sd. Kfz. 234 which is built by a collection of professional modelers we call Luchin Team. This armored vehicle will be on the Normandy battleground later this summer.
Please cheer on our partners as they work to bring some very interesting new toys to your favorite combat simulator – IL-2 Sturmovik!
Enjoy!
The Sturmovik Team
Falcon BMS 4.36 Released
By MigBuster,
the latest iteration of the Tommo Inc Falcon 4.0 total conversion modification - Benchmark Sims 4.36 - is available for you to enjoy as of RIGHT NOW!
BMS 4.36 requires a legit installation of a Falcon 4.0 (all older and newer versions are accepted alike, i.e. Microprose, Hasbro, GOG, Steam, Retroism). The check is performed both at setup time and every time you start BMS. If no valid installation is found, BMS will exit with a corresponding error message.
For those of you who are new to Falcon and still need a legacy Falcon 4.0 license, you’re lucky, as there are various season sales going on.
Retroism
GOG
Note that this is NOT an exhaustive list of where to buy Falcon 4.0, it’s just a list of retailers known to me (best effort) that offer sales/discounts, for your convenience. The list will not be updated.
This mod may not be used for any commercial purposes. Any such use may constitute a violation of the intellectual property of Tommo Inc and the non-commercial Terms and Conditions under which Benchmark Sims make this mod available to you.
NOTES:
4.36 is not an update to the former 4.35, but a new independent base installation
4.36 can co-exist with 4.35 on the same machine — The build number string in the Falcon UI will read “4.36.0 (x64) Build 26181” for the base installation
A big THANK YOU to everyone in the BMS development team and to the gents from TOMMO INC who made this release possible! Now download and enjoy!
Falcon BMS 4.36 is now available to download from https://www.falcon-bms.com/downloads/
Trailer
By Br3No
==========Disclaimer==========
Video contains some visual and sound effects that are not included in the official 4.36 release. (e.g. Tacview overlay, some blur effects)
==========Info==========
The following features and improvements of 4.36 are presented in the video:
0:25 - Weather (Implemented shower Clouds)
0:38 - Ext. Lights (Fully implemented Ext. Lights)
0:52 - Airfields (New & Improved AirPorts)
1:04 - AAR (Basket Refueling & AAR Code Improvements)
1:19 - Skins (New & Updated Skins)
1:34 - Night Lighting (Light Polution & Reflections)
1:47 - AI (Enhanced Artificial Intelligence)
1:57 - Graphics (Improved Visual Effects)
2:08 - AI COMMS (New Commands Menu)
2:08 - TGT Assignment (Multiple Target Assignment)
2:13 - JHMCS (Improved HMCS Functionality)
2:13 - Avionics (Enhanced Avionics)
2:20 - A-A (Revised ARH Guidance)
2:20 - A-G (Improved CCRP Mode)
2:34 - JTAC
And there is a lot more to discover by your own
==========Discords/Websides==========
DISCORD - https://discord.gg/KQNHQBz
WEBSIDE - https://www.falcon-bms.com
REDDIT - https://www.reddit.com/r/falconbms/
YOUTUBE - https://www.youtube.com/channel/UCnyVS5IhXmUShjl8nTQ85rw
==========Soundtrack==========
INFRACTION - HERO
3D Changelog
New / updated
=============
- New details and fixes for all new airbases: RKNN - RJOI - RKJJ - RKJK - RKPK - RKPS - RKSM - RKSO - RKSW - RKTI - RKTN - RKTY - ZKTS – ZKUJ.
- New static assets for KTO
- New / updated ground units 3D assets (M901 ITV, 61-K Gun, M60A3, Skyguard Radar, MDK-2M, M117, BL-755, AS-34, M88A2, Gwanggaeto CLS, M109,
- New / updated plane skins or 3D models (Mirage F1, MQ-9 Reaper, Ka-52, F-4, F-16, A-50, Su-35, CH-53, B-52G, B-52H, OH-58D, U-2, J-20, Yak-38, C-17, F-104, WD-1, MV-22, IL-76/78, Jaguar A)
- New pylons and elements (LM-39, RPL-35 and RPL-201, R Su-35SK Hard AA, RPL-35-AA tank)
- New weapons (AGM-65E, AGM-65L, PL-15, YL-12, YL-14, AS-30L)
- F-16 Cockpits light panels updated for new light code
- New external lights added to compatible planes
- New Basket air refueling models and pods
Fixed
=============
- Cockpit fixes (M2000 all variants, AV-8B, F-18)
- F-16 Cockpits misc. updates (all variants)
Removed
=============
- Old plane cockpits removed (F-22, F-14)
Data Changelog
Campaign / Tactical Engagement
==============================
- Validac.dat removed to be replaced by XML file (InvalidAcTypes.XML -> List of non-available plane types)
- TvT campaign refactored
- station+ils.dat updated
- Updated ATC sounds for some airbases (some airbases pronunciations have changed to match real life)
-- Choongwon AB => Jungwon AB (RKTI)
-- Chongju AB => Cheongju AB (RKTU)
-- Kangnung AB => Gangneung AB (RKNN)
-- Kimhae Airport => Gimhae Intl Airport (RKPK)
-- Kimpo Airport => Gimpo Intl Airport (RKSS)
-- Kunsan Airbase => Gunsan Airbase (RKJK)
-- Kwangju AB => Gwangju AB (RKJJ)
-- Nachodka AB => Uglovoye AB
-- Taegu AB => Daegu AB (RKTN)
-- Sachon AB => Sacheon AB (RKPS)
-- Yechon AB => Yecheon AB (RKTY)
-- Wonsan AB => Kalma Airport (ZKWS)
-- Pyongtaek AB => Pyongtaek AAF (RKSG) - Named "A-511 Camp Humphreys" in Jeppesen and DOD.
-- Shenyang Airbase => Shenyang Beiling Airbase
-- Sunch'on Airbase => Sunchon Airbase (ZKSC)
- ATC file fixes
- Added and fixed multiple training missions
- Camo.cfg removed to be directly managed in cam / tac files
- New airbases in Japan/South Korea (Hiroshima, Incheon, Iwami, Muan, Tsushima, Yangyang)
- New terrain textures layers
- Fixed ZSU 23-4 ring in PPT.ini
- New PPT.ini entries
- Objectives names now saved in TE or campaign file (wch / idx files in campaign folder)
- Updated KTO weather maps (for 31 days instead of 17)
- Campaigns triggers fixed for: Win, Loose, Timeout, Stalemate
- Updated UI map
Assets
=============
- New sounds for external elements (Chaff/Flare, AB, Gear, Wind, …)
- New cockpit callbacks (key file updated)
- Fixes for many ground and sea units radars and symbols
- Fixes on AG missiles and bombs data
- Database cleanup to free up slots
- HAD/HAS complete rework (symbols)
- Fixed WASP landings
- Many Planes loadouts corrected / adjusted
- Some flight models fixed / added (F1-CT, MQ-9, Su-35, Rafale C, F-104, MV-22, F-4, Jaguar A)
- Many missiles and weapons FM files updated
- New Afterburner detent click in cockpit (set g_bAfterburnerDetentClick)
Art / Effects
==============
- New system (MFD + HUD) font
- Fixed Heat blur effect
- Improved burning effect
- Improved BLU-107 effects
Code Changelog
General
========
- Performance improvements
- Multiple stability fixes
- Multiple code « races » fixed (freeze and crash)
- Multiple BMS editor fixes and improvements
- Adding in avionic editor new MMC features
- Added capacity for more DX keys per device (g_nButtonsPerDevice : from 32 to 128)
- Customization of rotary switches:
-- g_nIntuitiveSwitches 1 invert the switches norm for the left cockpit panel , which means for left panel , left click down , right up ; and right panel left up , right down...
-- g_nIntuitiveSwitches 2 allows to invert totally that NORM for switches
g_nInvertRotaries 1 .
-- Allow inversion of the norm for all rotaries which becomes then Left click anticlock-wise, right click clockwise
-- Default is g_nInvertRotaries 0, g_nIntuitiveSwitches 0
- Adding a factor named g_f3DPitButtonDetectFactor to make the cockpit mouse anchoring a little more tunable to help when screen res is high and/or head trackers are set on higher rates etc.
- Change in g_bNoAiForHumanControlledSqd behavior
For human controlled squadron:
AI is now able to spawn, taxi and take off, however, they will abort and land immediately if no player has taken a seat after takeoff.
if a player is leaving an aircraft, AI will take over and bring back the aircraft to base (force RTB) and will not engage.
- Multiplayer Fog of war: (g_bFogOfWarSave)
If Set to 1, a client can save only the units of his team or allied, and the enemy spotted units
- ACMI improved (compilation vastly improved and size limit removed in UI)
- Tanker remains hosted on HOST instead of being handed over to clients during refuel in MP
- Added a “Falcon BMS User.cfg” that will supersede “Falcon BMS.cfg” parameters
- MP connectivity: (client can now specify a different port IPv4:port or IPv6:port for both BMS and IVC – BMS Host will need to set: g_nServerPort)
- g_CalibrationHg setting is now MP transferred.
- IVC updated (now supports 96 clients and UHF / VHF offset to right or left possible)
- RTT Remote update for optimizations
- New OFM ground handling code
- Possible to change loadout in UI if flights already in 3D (fix)
- Increased MP data block size transfer
Game Engine
==============
- Multiple Campaign engine fixes
- Ground units behavior changes (more aggressive in offensive posture)
- Improvements to naval operations
- Improvement in ground unit self-defense towards missiles
- Multiple MP packages / flights creation and deletion issues fixed
- Added pilot “G Training” model for pilots (TE and campaign but disabled in dogfight - g_bEnableGtraining)
- Multiples ATC fixes (loops and crashes)
- ATC improvements for traffic handling
- ATC weather information improvements (Text to speech)
- Prevent AI waste of missiles on dead targets
- JTAC Implementation (See docs for more information)
- Improved Airport traffic flow management
- Improved flight ATO generation in campaigns
- Fix CTD when exiting from 3D, if user does try to fly a helicopter.
- Flight disaggregation / reaggregation “bubbles” are now dynamic to adapt to long range missiles
AI Behavior
==============
- Fix AI unable to employ Harm efficiently
- AI now evaluates clear avenue of fire before shooting
- Major Air AI improvements:
-- Combat Comms
-- Target Selection routines
-- WVR engagements
-- Incoming missiles detection fix
-- Separation routines
-- Fuel Management routines
-- AG mission defensive routines
-- Sync Bingo settings with leader
-- AI ground Attack total rewrite (tactic for every weapon and Hi / Low profiles for at-tack)
-- Clear avenue of fire (make sure that no friendlies are in the way)
- Fix AI Jettison AG too soon when engaged by a missile.
- Fix AI REJOIN behavior while in the tanker queue
- Improve AI rejoin speed management
UI
======
- New Comms in game menu panel (new design, can be moved around and placed anywhere on screen)
- New windowed radio subtitles: Enable by setting config file variable g_bWindowedRadioSubtitles to 1.
- Allocate different targets on flight plan to flight members in recon screen
- TACAN tooltip now displayed in 2D map
- Save TACAN info for flights to the campaign/TE files.
- Team passwords in MP.
Rendering Engine
====================
- Multiple fixes of rendering engine and 3D assets handling
- Light pollution implementation
- Fog completely reworked for better effect and rendering
- Global Improvement for weather code
- Clouds now cast rain (Shower cumulus)
- Fixed LOD computation in POOR or INCLEMENT weathers
- Better sky lighting color transition
- ICP and MFD buttons press logic reworked
- Light strobe effect on clouds
- New aircraft burn effects
- New “TOP GUN” internal view layout
- Pre-tinted HUD (set g_bHudViewCanopyTint 0)
- Smart scaling reworked
- New IR shaders for better units on terrain IR visibility
Systems
=========
- LGB, JDAM, WCMD bombs reworked for better trajectory compute
- Bomber attack bays open / close shared in MP
- TFR Fix and improvements
- Anti-skid / Breaking logic reworked
- Fix for wind effects to weapons and computation
- New external plane lights code (support for strobe, formation, tail, A/R refuel trap)
- Drogue / Basket Air Refuel support (KC-10, KDC-10, KC-135R, KC-135E, C-160R, IL-78)
- New MFD time format to 000:00
- RWR reworked for better display accuracy
- FLCS improvements
- Anti-Ice improvements
- Open VHF frequency from 30 000 Mhz to 61 000 Mhz
- UHF intra-flight implementation
- Changed Caution Light behavior
- For F-16, after landing only fully open the speed brake if the nose is down
- Hung store implementation:
For weapons with time to pickle, if the pickle is un-pressed before the release, there is a 30% chance the weapon will be stuck. HANG stores will be displayed afterward if another release is attempted.
- Reduce RWR range accuracy for missile detected
- Store-Jettison Page:
-- S-J upgrade is now acting as a main master mode, configurable via DTC.
-- S-J cannot be access in DGF/MRM overrides but SJ selection is memorized and displays when cancel DGF/MRM override
-- S-J cannot be access during BIT test
-- S-J cannot be access in WOW or Right Main Landing Gear Down and locked unless GND JETT is selected
- New DECLUTTER for FCR AA and FCR AG (Fix all MFD pages for the "DCLT" Labeling)
- EM Environment upgrade:
-- AI ability to employ correct radar AA mode depending on tactical situation: RWS / TWS / TWS soft lock / RWS SAM / RWS / STT
-- Fix RWR bug that was always considering AI AA radar and missile radars scan and azi-muth wide opened
-- fix <M> spot received on the RWR of non-targeted aircraft despite Missile being active and tracking.
-- Be aware an AI STTing will likely no longer appear in the RWR unless actively target-ed.
-- Fix missing <M> rwr spike in some situations
-- Fix a bug where AI was reacting to HPRF instead of MPRF
- HMCS upgraded (A/G operations, RWR symbology, alignment procedure)
- Complete rework of gunsights modes
- AG radar improvement and fixes (MFD rendering, Radar scan reworked)
- GM and SEA Radar improvement (displays static objects but moving vehicle as well)
- VIP and VRP mode rework
Weapons
=========
- AGM-88 reworked (New DED Tables, added DTC page, improved HUD, battery time)
- AGM-65L implemented (Early implementation of Laser guided mavericks)
- AAA rework (ammunition time of flight, accuracy)
- Maverick multiples fixes and improvements
- AA Missiles logic and homing radar logic completely reworked for better realism (Fox3)
Change log
https://www.falcon-bms.com/changelogs/falcon-bms-4-36-changelog/
WOFF BH&H II V1.26 UPDATE for 'Recon Wars' is now available.
By Polovski,
WOFF BH&H II V1.26 UPDATE for 'Recon Wars' is now available.
Version 1.26 20th April 2022 ...
1) Fixed a target search issue that resulted in no 'French HQs' or 'USA HQs' being found, occasionally causing an error.
2) Recon Wars CO Report was not being logged in the pilot log file correctly - Fixed - for 1.26 going forward.
Note: data that was not logged correctly for flights in Recon Wars prior to 1.26 cannot be recovered. Of course, this includes all previous updates for BH&H II, see the WOFF website for more info.
Version 1.26 20th April 2022 ...
1) Fixed a target search issue that resulted in no 'French HQs' or 'USA HQs' being found, occasionally causing an error.
2) Recon Wars CO Report was not being logged in the pilot log file correctly - Fixed - for 1.26 going forward.
Note: data that was not logged correctly for flights in Recon Wars prior to 1.26 cannot be recovered. Of course, this includes all previous updates for BH&H II, see the WOFF website for more info.
Il2 Update 4.704 released "Tripe"
By 76.IAP-Blackbird,
Dear friends,
The Sturmovik Team and Ugra-Media have completed the Sopwith Triplane which is the final aircraft planned for Flying Circus Vol.II. The new Western Front map is still in development.
The "Tripe" as it was famously called, has three beautiful wings! Each wing has its own ailerons making it quite maneuverable in battle with enough armament to allow its pilots to be confident in a dogfight with any adversary of the era. We think you will enjoy her!
In addition to the new aircraft there are many changes and additions in this update that will improve your gameplay experience:
1. Sopwith Triplane is available to all owners of Flying Circus Vol.II;
2. Distant buildings visualization system has been improved, single medium sized buildings that are viable targets are displayed from farther away;
3. Shadows rendering in the hangar is more detailed;
4. Tank gun firing visual effects are further improved;
5. Fire effects are improved for various vehicle types;
6. Additional optimization of the landscape rendering system reduced the potential stutters while moving on the map;
7. Loading times of larger maps were improved a bit;
8. Sensitivity settings for the pitch axis, the vertical guidance axis of the tank turret and other similar axes, now have correct namings for hte axis limits;
9. Adjusting the axes control settings was made clearer thanks to better dead zone visualization;
10. Second and third engine axes response settings have correct labels;
11. GUI instrument panel turns off after bailing out;
12. A rare GUI issue that sometimes could lead to generating a Quick Mission Builder scenario without a player flight if the player flight count has been set to random has been fixed;
13. Balloons now have markers like aircraft do;
14. Bombs dropped from a bomb bay backwards (tails first) won't visibly jerk along their axis;
15. Simple ground vehicles and ships will correctly engage the targets assigned by MCU_CMD_AttackTarget command with High priority;
16. Square visual artifacts on the water surface that were visible from high altitude at certain sun position won't appear on Rheinland map anymore;
17. AI pilots will switch off their navigation lights when engaged by the enemy during the landing;
18. All German gauges have been redrawn to be as historically accurate as possible. Different gauges are assigned to each model variant (Oyster_KAI);
19. Colors of all German interior equipment/placard have been checked and repainted to their correct color or design (Oyster_KAI);
20. New different throttle quadrant markings & pitch control switch for Bf-109 F/G/K.
21. New drop tank placard & oil cooler placard for Bf-109 E-7 (Oyster_KAI);
22. New headrest for Bf-109G6 (Oyster_KAI);
23. New details for He-111s (Oyster_KAI);
24. New rudder pedal belt texture for all German planes (Oyster_KAI);
25. In the Me-262 exterior view, the 2 pixelated circular holes behind the seats have been redrawn (Oyster_KAI);
26. Added circuit breaker markings on the instrument panel for Bf-109s, Fw-190s, and the Me-262 (Oyster_KAI);
27. Added screws for the Fw-190A's left & right canopy frame (Oyster_KAI);
28. Bf-110s, M.C202, and P-51D external views now have visible instrument reflections (Oyster_KAI);
29. P-51D placards won't glow at night (Oyster_KAI);
30. Scrollbar in the aircraft selection menu in Dogfight won't overlap with the aircraft images
31. A minor issue in the tactical number selection menu has been fixed;
32. Mission Editor won't crash during loading of the Prokhorovka map;
33. Aircraft lists in the Mission Editor are sorted correctly (alphabetically).
The Sturmovik Team and Ugra-Media have completed the Sopwith Triplane which is the final aircraft planned for Flying Circus Vol.II. The new Western Front map is still in development.
The "Tripe" as it was famously called, has three beautiful wings! Each wing has its own ailerons making it quite maneuverable in battle with enough armament to allow its pilots to be confident in a dogfight with any adversary of the era. We think you will enjoy her!
In addition to the new aircraft there are many changes and additions in this update that will improve your gameplay experience:
1. Sopwith Triplane is available to all owners of Flying Circus Vol.II;
2. Distant buildings visualization system has been improved, single medium sized buildings that are viable targets are displayed from farther away;
3. Shadows rendering in the hangar is more detailed;
4. Tank gun firing visual effects are further improved;
5. Fire effects are improved for various vehicle types;
6. Additional optimization of the landscape rendering system reduced the potential stutters while moving on the map;
7. Loading times of larger maps were improved a bit;
8. Sensitivity settings for the pitch axis, the vertical guidance axis of the tank turret and other similar axes, now have correct namings for hte axis limits;
9. Adjusting the axes control settings was made clearer thanks to better dead zone visualization;
10. Second and third engine axes response settings have correct labels;
11. GUI instrument panel turns off after bailing out;
12. A rare GUI issue that sometimes could lead to generating a Quick Mission Builder scenario without a player flight if the player flight count has been set to random has been fixed;
13. Balloons now have markers like aircraft do;
14. Bombs dropped from a bomb bay backwards (tails first) won't visibly jerk along their axis;
15. Simple ground vehicles and ships will correctly engage the targets assigned by MCU_CMD_AttackTarget command with High priority;
16. Square visual artifacts on the water surface that were visible from high altitude at certain sun position won't appear on Rheinland map anymore;
17. AI pilots will switch off their navigation lights when engaged by the enemy during the landing;
18. All German gauges have been redrawn to be as historically accurate as possible. Different gauges are assigned to each model variant (Oyster_KAI);
19. Colors of all German interior equipment/placard have been checked and repainted to their correct color or design (Oyster_KAI);
20. New different throttle quadrant markings & pitch control switch for Bf-109 F/G/K.
21. New drop tank placard & oil cooler placard for Bf-109 E-7 (Oyster_KAI);
22. New headrest for Bf-109G6 (Oyster_KAI);
23. New details for He-111s (Oyster_KAI);
24. New rudder pedal belt texture for all German planes (Oyster_KAI);
25. In the Me-262 exterior view, the 2 pixelated circular holes behind the seats have been redrawn (Oyster_KAI);
26. Added circuit breaker markings on the instrument panel for Bf-109s, Fw-190s, and the Me-262 (Oyster_KAI);
27. Added screws for the Fw-190A's left & right canopy frame (Oyster_KAI);
28. Bf-110s, M.C202, and P-51D external views now have visible instrument reflections (Oyster_KAI);
29. P-51D placards won't glow at night (Oyster_KAI);
30. Scrollbar in the aircraft selection menu in Dogfight won't overlap with the aircraft images
31. A minor issue in the tactical number selection menu has been fixed;
32. Mission Editor won't crash during loading of the Prokhorovka map;
33. Aircraft lists in the Mission Editor are sorted correctly (alphabetically).
Il2 DD Update "Easter Edition"
By 76.IAP-Blackbird,
Hello Everyone,
Happy Easter Sunday to those of you who celebrate it in the West. I hope the Easter Bunny brought you an Easter basket full of goodies and that you had a nice day with friends and family.
In the spirit of Easter I have have an Easter gift for you! I know many of you are anxiously awaiting the flyable C-47A we have been working on. Actually, it's being built by Ugra Media with our supervision. Working with third-parties on aircraft is not easy and it's usually a pretty slow process, but progress is being made. Below is a very much Work in Progress screen of the C-47 cockpit. It's been grafted onto another model so we can test it in the engine, that's why it may look a little funny. It will be mated to the C-47 external model soon.
This image looks quite nice, but be aware more work on textures, animation and connecting it's systems tot he engine needs to be done before it is ready. In other words, don't assume it will be released next week and what you see here may change a bit before release. I just wanted to show you that it indeed is coming along slowly, but surely.
Hope you enjoyed your little Easter surprise. 🐇🥚
Happy Easter Sunday to those of you who celebrate it in the West. I hope the Easter Bunny brought you an Easter basket full of goodies and that you had a nice day with friends and family.
In the spirit of Easter I have have an Easter gift for you! I know many of you are anxiously awaiting the flyable C-47A we have been working on. Actually, it's being built by Ugra Media with our supervision. Working with third-parties on aircraft is not easy and it's usually a pretty slow process, but progress is being made. Below is a very much Work in Progress screen of the C-47 cockpit. It's been grafted onto another model so we can test it in the engine, that's why it may look a little funny. It will be mated to the C-47 external model soon.
This image looks quite nice, but be aware more work on textures, animation and connecting it's systems tot he engine needs to be done before it is ready. In other words, don't assume it will be released next week and what you see here may change a bit before release. I just wanted to show you that it indeed is coming along slowly, but surely.
Hope you enjoyed your little Easter surprise. 🐇🥚