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    Wings Over The Reich - Latest News
    Polovski
    By Polovski,
    Hi all, work progresses on the next version of WOTR.  It will be an Add-On for WOTR. More details soon, but here's a stunning pic of the recent terrain update.    Some of the best looking scenery around ! (I also attached the BMP version for quality)  Shot09-30-21-14-47-58.bmp

    Il2 DD Update Dev Blog 294 "New Clouds"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Dear Friends,

    In today’s DD we want to show you some screens featuring our new cloud technology and renderer. We have been working on new clouds for a few months and we now have some WIP results we can show you. As you can see, they look more natural and have more variety and are larger than our previous clouds. They also have localized rain showers and react well with the lighting creating a beautiful scene. While other teams out there have more resources than we do to make amazing clouds, our new clouds are the work of just two motivated people on the Sturmovik Team (Sergey and Isay). And soon we’ll be working with community member and friend rowdyb00t who has previously made some cool cloud mods with our current technology. This new cloud technology has great potential and of course it will take some artistic talent to make it look it’s best. They should also offer better visuals with no loss of performance over the current technology, at least that’s what we see in early testing.

    We think you’ll like these new clouds and we’ll work to get these to you as soon as we can. The technology is being perfected as we speak and we will begin work on making the new cloud content shortly. Then they will go into testing with release hopefully in a few months.


       
       
       
       
       
       
     

    Enjoy!

    The Sturmovik Team

     

    Il2 Update 4.604 released
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Update 4.604

    Dear Friends,

    We’re glad to inform you that a new update is released - 4.604! In addition to the new SPAD VII.C1 180 h.p. for Flying Circus Vol II, this update brings many improvements in different areas. There is a whole section of changes related to aircraft armament, including the much-discussed M2 .50 Browning machine gun rounds. We also worked on the improvement of everything connected with aircraft collisions with the ground - improved graphic effects, damage model of the airframe and pilot from collisions. The pilot's physiological model has undergone a new revision as well. A whole section of upgrades is devoted to improvements to previously released aircraft, and another to player controllable vehicles.  And some AI objects developed as part of the Battle of Normandy have been introduced into the project.
     

     
      
      

     

       

    Our team continues to work on improving the IL-2 universe in every possible way. Stay tuned for more updates this year!

    4.604

    Main Features

    1. Late Spad VII.C1 modification with a 180 hp engine is now available to all customers who pre-ordered Flying Circus Vol.II;
    2. LCI(L), Landing Craft Infantry (Large), developed for Battle of Normandy was added to the sim (no visible crew yet);
    3. The nationality of the player's aircraft in the Quick Mission now depends on which paint scheme was selected before the mission was generated (which in turn determines the voiceover, crew, and tactical numbers);
    4. Spad 7 instruments improved by Oyster_Kai;
    5. Several additional textures improved by Oyster_Kai for multiple aircraft such as Bf 109 series, P-51D-15, P-47D-28 and Ju 88 A-4;


    Changes to Armaments
    6. Instead of having two sizes of tracers ("MGs" and "cannons"), they now depend on the projectile caliber and the tracer length reduces as the projectile speed decreases (important when viewed from the side). Visible tracers of machine guns and small-caliber cannons became significantly smaller, and the size of tank and artillery tracers increased as the result;
    7. Smoke traces from tracer bullets and shells became less dense;
    8. Graphic effects of armor-piercing 7...15 mm bullets hitting an aircraft were reworked to look more realistic;
    9. US Armor Piercing .50 bullets mass and ballistics corrected. Muzzle velocity of 36-inch M2 .50 MG changed to 864 m/s;
    10. M2. 50, M2 .30, Browning .303, Hispano Mk.II, Hispano Mk.V, Vickers Class S, M4 machine guns and cannons installed on aircraft (including turreted weapons) have their dispersion corrected according to newly found reference data;
    11. Soviet guns dispersion data was adjusted based on a more critical approach to the choice of reference data options (gunnery test reports of obviously defective units were discarded) and using a different method of calculating the parameter of the dispersion function. In general, the dispersion spread either decreased slightly or remained almost the same;
    12. The machine gun overheating of German aircraft turrets when firing long bursts was adjusted according to the same approach for all other aircraft (there was a discrepancy before);
    13. Inadequate dispersion of turreted machine guns on Flying Circus aircraft was adjusted to match dispersion of these weapons installed on over-wing mounts;

    Changes to Aircraft Damage Model
    14. Improved aircraft damage model: tangential ground impacts at high speed are more likely to cause an explosion, impacts at medium speed cause more damage to the aircraft and fuel tanks are more likely to catch fire on impact;
    15. The excessive likelihood of control wiring damage on all Flying Circus aircraft has been corrected;
    16. If control wiring is damaged on Airco D.H.4, Halberstadt CL.II, Bristol Fighter, Albatros D.Va and S.E.5a, Fokker DR.I, Fokker D.VII, Fokker D.VIIF, Fokker D.VIII the corresponding rudders will "dangle" along the air stream (other aircraft will be updated in the next update);

    Changes to Pilot Physiological Model 
    17. Impact and excessive overload injuries model has been adjusted for aircraft and vehicle crews. Collisions with the ground have become more traumatic for pilots;
    18. The accumulation of pilot fatigue from overload during long maneuvers has been reduced. This will allow for somewhat longer aerobatics and combat maneuvering. There is inadequate information on the fatigue accumulation under the influence of prolonged small overloads in the publicly available scientific articles, the rare data is very contradictory and therefore the model in this part was adjusted based on the collected opinion of surveyed pilots. Throughout the year we received feedback from experienced pilots and it became generally clear that fatigue was somewhat overestimated. This was corrected;
    19. Pilot's backrest angle was adjusted on Pe-2, He-111, Ju-88, and B-25 (it is taken into account in the G-force tolerance model);
    20. P-47D-22 pilot no longer has G-suit due to the timeframe of the war this aircraft was designed for;
    21. The maximum value of overload that can be displayed on the instrument panel (HUD) has been expanded;

    Changes to Graphics
    22. Graphical artifacts "thin white stripes in the distance near the coastline" on maps with sea have been removed;
    23. Graphics artifacts "white dots along the edge of the sight reflector and some other glass facets when the pilot is wounded or at night when using MSAA and the maximum graphics preset" have been removed;
    24. Fixed ships reflections jumping whenl looked at from the shore;
    25. Fixed local troubles with sea "climbing at shoreline rocks" on Kuban map;
    26. The delay between a high-speed ground impact of an aircraft and the resulting explosion has been minimized;
    27. Graphics effects of aircraft falling and exploding when hitting the ground or water or suffering an air collision were improved. A fire now burns for a while at the crash site;
    28. The effect of PTAB bursts landing far off the target has been restored;
    29. Shadows rendering on tank's hull while quickly turning in 1st person view were corrected;
    30. Turret and gun barrel shadows cast by player's tank on the ground during 1st person view were corrected;
    31. There are no "holes" in the shadow cast by the Sd.Kfz.184 on the ground in 1st-person view anymore;
    32. Airco D.H.4 detailed cockpit model correctly shows in all camera positions inside it;
    33. Strong stuttering near Mill airfield on the Rheinland map has been fixed;
    34. The visual disappearance of cockpit windows of a damaged Yak-9 at a close distance has been fixed;

    Changes to Aircraft  35. Restored the cloud cover target obscuring for AI fighter pilots;
    36. AI fighter pilots shouldn't fire at a target if there is an allied aircraft in the line of fire;
    37. AI fighter pilots will correctly attack a locomotive instead as the last car;
    38. Cockpit won't sometimes open by itself at the end of a mission and gunners won't try to bail out;
    39. Crews will bail out slightly faster from multi-crew aircraft;
    40. Pilots and gunners that were killed while leaving the plane will have correct poses;
    41. Fixed roll trimming of Typhoon Mk.Ib;
    42. Fixed (reduced) Typhoon airframe resistance to aerodynamic loads (destructive overload decreased);
    43. Typhoon constant tail loose on ditching fixed;
    44. C-47A can carry British paratroopers too;
    45. Added a paragraph about automatic dive operation to Pe-2 aircraft descriptions (both of them);
    46. Fixed the appearance of turn indicator on Yak-7 and Yak-9 aircraft;
    47. Fixed an error in the RPK-10 instrument model on the Yak-1b;
    48. The guest player occupying the position of the lower He 111 H-16 gunner will correctly see his collimator gunsight;
    49. Airco D.H.4: mixed up graphic animation of fuel tank leaks and fires has been fixed;
    50. Airco D.H.4: a graphical artifact in the gunner's cockpit when looking at it with the photo camera mounted has been fixed;
    51. Airco D.H.4: an issue where damaged landing gear disappeared at a distance has been fixed;
    52. Airco D.H.4: the front cockpit instrument glass won't be visible through the rear cockpit windshield;
    53. Airco D.H.4: bomb racks won't visibly appear at a distance when there are no bombs;
    54. SPAD VII.C1 150h.p.: "broken glare" issue won't happen at a medium detail level;
    55. SPAD VII.C1 150h.p.: the installed Lewis over-wing MG will correctly cause drag;
    56. SPAD VII.C1 150h.p. and SPAD XIII.C1 excessive batting amplitude has been reduced;
    57. P-39 "Prototype" paint scheme no longer has the insignia;
    58. All Spitfires: an excessive haze of the windshield armored glass has been removed;
    59. Both Yak-9s cockpit glass won't visibly disappear at a distance when damaged;

    Changes to Player-Controlled Tanks and Trucks 60. New flame effects from exhaust pipes were added to all Tank Crew tanks (it appears when the engine is damaged and when gasoline engines are outgassed);
    61. New powder gases effects were added to all Tank Crew tanks (flashing out of the gun breech when the bolt is opened after the shot is fired);
    62. On all player controllable tanks the shading from the sun in a dark area affects gunsights;
    63. Wound effects correctly function in all commander' viewports and visors;
    64. Hatches won't sometimes open by themselves at the end of a mission and the crewmen won't try to bail out;
    65. Poses of unconscious tank crewmen were corrected;
    66. The crew leaving sequences of player controllable tanks and anti-aircraft guns were improved;
    67. The voiceovers of ammunition type in commander's commands to suppress point and attack target when selecting sub-caliber rounds and machine gun were restored;
    68. Single shots of M2 .50 and MG-34 machine guns on player controllable tanks won't create multiple shot sounds;
    69. AI drivers of player controllable tanks would correctly close the visor armor shield at the start of combat;
    70. Player controllable KV-1s and SU-152 have an additional paint scheme based on historical one but compatible with custom tactical numbers;
    71. It is now possible to fold the armored glass block on KV-1s and SU-152 (N key);
    72. Pz.Kpfw.III Ausf.M and Pz.Kpfw.IV Ausf.G driver's front and side armor flap opening controls are now separate (LWin+C for the front one as it was before, N key for the side one);
    73. GAZ-MM driver's side window and windshield flap controls are now separate (LWin+C for the front one as it was before, N key for the side one);
    74. Reflections in GAZ-MM windows are improved;
    75. Sd.Kfz.10/5 driver's visor opening is now audible;
    76. Sd.Kfz. 10/5 single-player scenarios were updated;
    77. Sd.Kfz.10/5 notes now contain the info on how to use the searchlight;
    78. The missing voiceovers of the commander's orders to fire machine gun on target and suppressing fire were restored;
    79. All Steel Birds campaign scenarios were optimized for better performance;

    You can discuss the update n this thread.

    When Thunder Rolled and Winds of Change - September 2021
    MigBuster
    By MigBuster,
        When Thunder Rolled and Winds of Change - September 2021  It is with great excitement today we announce some updates and increasing momentum of the When Thunder Rolled Project. Perhaps the most significant news is a Leadership change.  All founding members have approved the nomination and acceptance of a new Project Leader that has demonstrated the proficiency, commitment and quality demanded in this critical role.  Leveraging his solid understanding of the Thirdwire sims, and recent leadership roles with other initiative including Operation Desert Storm, will set us up for greater success.  With this change, we are expecting a surge in activity and progress which has us energized and excited.  On a tactical level, our top focus/priority now continues to be on finalizing terrain work - creating incredibly accurate depictions of the Vietnam topography, cities/towns, airbases, enhanced terrain tiles (e.g., honoring requests for more rice paddies), etc.  This terrain of course will serve as the foundation for everything else.  We continue to excel in enhancing immersion and realism – leveraging outsourced professionals to help with creating dense jungle environments, realistic sky environments and more.  These efforts are a cycle of ongoing experiments balancing how much we can push this old game engine and still maintain acceptable frame rates.   We have also been making progress in many other areas such as creating realistically detailed target areas.  For example, when you strike an enemy military storage area in WTR, we promise it won’t be a generic “Warehouse1” – see proof below!  Next up on the target area list is creating a cluttered rail yard supporting Ed’s June 20, 1966 attack on the Railyard NorthEast of Kep Airfield.  New models will include a marshalling yard with new train cars, rail yard support buildings, service equipment and more.  Also noteworthy perhaps:  while not formally adopted on the development roadmap but under consideration – we have received requests over the past few years regarding Yankee Air Pirate (YAP) compatibility.  A majority of former YAP team members have already been involved with the WTR Project so this continues to be assessed and a greater possibility.  Please enjoy the screenshots below; note these are lower res/compressed versions and representative of unedited actual gameplay.   As always, we welcome and encourage community support.   If you are interested in contributing, please send me a Private Message (PM).    Finally, very special thanks to Erik for all his support and hosting our exclusive forum.  Please feel free to share your thoughts and comments in this forum, thank you.   An F-105 drops its payload over North Vietnam amidst heavy cloudy skies.   Our brand new scratch F-100F; its dazzling bare metal skin catching the morning sun on an enemy air defense suppression (Wild Weasel) mission.   Vivid Morning Skies over a small Vietnam Village lose their tranquility as enemy AAA chase after the contrails of an F-105 strike package (top right).   Another brand new scratch model, this time showcasing the Mig-17 featuring an insane level of detail and perfect for you rivet counters.   Rough inner coastal waters demonstrated by new water effects roll in to disrupt a peaceful beach.   An NVA solider driving the SA-2 missile transporter takes a quick break along the Ho Chi Minh Trail.
    Yet another new scratch model, the AH-1 Skyraider!  Employing a low bomb pass this skillful pilot scores a direct hit on an enemy truck convoy just clearing a ridge along the Ho Chi Minh trail.       The sheer beauty of Vietnam, rolling hills, lush jungles and colorful fields serve as a momentary distraction from the war.   May 3, 1966.   Ed Rasimus’ first recorded combat mission successfully strikes a Dong Hoi military storage area in Route Pack 1.   Bonus Screenie:  re-creation of YAP “JumpMyers” downed pilot rescue mission integrated with the WTR Project leveraging brand new Jolly Green helo model, rescue pilot, special effects, etc   from:    

    Il2 DD Update Dev Blog 292 "P-51B/C"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Dear Pilots,

    Today we want to show you some WIP pics of the P-51B/C with the birdcage style canopy. It really changes the look of the P-51 and it's obvious why they changed to the bubble style canopy with the "D" model and some "B" airframes had their birdcage replaced with the 'Malcolm Hood' canopy which was a semi-bubble modification. We will also model the Malcolm Hood. 

    Also, if you happen to have any detailed references on the Malcolm Hood's canopy frame, rails or emergency release mechanism please share them with us. We could use some more detailed pictures or drawings of it.  

    The P-51B/C is unfortunately behind schedule and should have been ready by now, but she is getting ever closer to release and likely to be finished next month.



       
       

    Also, here is a pic of our American bomber pilot model ready to face some German flak!



    Enjoy!

    The Sturmovik Team

    Il2 DD Update Dev Blog 291 "IAR-81"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Dear Friends,

    This Dev blog is a bit unusual - I wanted to illustrate how the virtual world created by our team is not just a place to show nice-looking aircraft and vehicles, but it comes really close to real world experiences and situations (which is the ultimate goal of any sim).

    This past Saturday night, myself and Roman (one of our flight model and aircraft systems engineers) had time to enjoy our sim as players and our experience turned out much like the real Eastern Front air clashes - somewhat confusing, challenging and stressful.

    We flew a pair of Yak-9Ts to patrol a water basin area where both Soviet and German priority targets were located. I was the flight leader and... it didn't go well.



    Upon reaching the area, I spotted a target flying at our altitude at a 7-10 km distance and closed up to identify it. The target started to do shallow, full-speed evasive maneuvers. I identified it as Fw 190 even though I wasn't totally sure. Roman (my wingman) wasn't confident as well and we continued the approach. At a closer distance where a positive ID could be obtained the target made a sharp evasive maneuver that continued as a dive so I decided to engage. The first single 37 mm shot connected and the target exploded, the pilot was killed. Very cool to watch, but immediately we saw the report (in the chat) that a La-5 was destroyed. Oh no!




    Quite a negative combat situation – I was thinking about the inevitable court-martial as we continued the patrol. Then Roman spotted a target on the right - a medium-sized twin-engine aircraft not more than 2 km away. Having forgotten about the tragedy that just happened for a moment, we rushed to it. This time we closed to be absolutely sure what it is - it could be Bf 110, but also a friendly Pe-2.
    Climbing up from below the contact, Roman identified it to be German by yellow wingtips and he started his attack, but the German pilot wasn't sleeping and successfully evaded the attack while his rear gunner hit the Yak’s radiator. But this is why a pair is always more effective than a single fighter - having evaded Roman's attack the 110 exposed itself to me!  A short 37 mm burst connected and blew off part of its wing. The pilot tried to keep his plane in the air, but couldn’t manage to do it and fell to the ground below. We didn’t see any chutes.






    Apparently though, the 110 wasn't alone. A fighter that must have been providing cover saw what had happened and quickly closed the distance between us. Roman managed to spot it just in time and maneuvered smartly to get onto his six o'clock, then the FW made a fatal mistake and made a sharp climb which slowed him down and made himself a fatter target with much less deflection than say a sharp diving turn would have. I always find it easier to lead a climbing target than a turning target. A few 37mm rounds connected making it a falling wreck.





    Since Roman's radiator was leaking and our 30 rounds ammo was nearly spent, I made a decision to return to base immediately. In spite of the damage sustained, Roman’s Yak successfully reached the airfield and landed in time.



    After cutting off the engine and opening the cockpit canopy, the thrill of victory quickly left and a dark feeling of the grave episode of mistaken identity set in – a Willy’s jeep containing the Commissar pulled up.

    P.S.

    An interesting thing - I wrote this immediately after the landing and before viewing the flight record. After viewing it, I believe this experience proves that what we had just done was even more lifelike and close to what you usually read in pilot memoirs than I first thought. When I saw the flight record, it turned out that when I wrote 'the first single shot' or 'a short burst' I couldn't be more wrong. I fired at least five short bursts at the first target (the friendly La-5) before I hit it. The second target was also hit only after firing for some time when it was doing scissors evasion maneuvers. This is close to historical reality as well - memories of combatants can sometimes be confused or tell a different story than reality. It’s this kind of thing that helps make our job of creating a ‘simulation’ difficult at times.

    Update on IAR-80/81

    On the actual development front, our modeling partner Ivan is working hard on the IAR-80/81 and it’s beginning to take shape nicely. When we see the cockpit starting to take shape, we will offer it up for Pre-Order. This plane promises to be very interesting.




    Battle of Normandy objects development

    We're happy to report a good progress on the Normandy project. The most of the buldings anf ground vehicles are ready and the work on the sea objects is going at full head flank speed - today we can show you a couple of screenshots straight from 3D editor screen. This is WIP model of a Gleaves class destroyer that participated in the invasion.



Portal by DevFuse · Based on IP.Board Portal by IPS


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