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    Il2 DD Update Dev Blog 218 "P-38"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Dear friends,
    The Spring has come and in today's Dev Blog, after some delay, we're returning to our main project - Bodenplatte. This delay in the news has been caused by the fact that during the Winter all the work on this project was made at a deep level - it was hard to make a screenshot of something - but it was a hard work nevertheless. This was known beforehand and planned this way. If you were following us for some time, you may recall that such visible pauses in the development news in the middle of a development cycle happened in all our previous projects and are a result of the effective work and division of labor. But today we finally have some intermediate results to show, and there a lot of them.
    First, we can disclose more details about the map of the project. Previously we mentioned only its size and location, but today we can tell you more information.
    There will be more than 200 settlements of various sizes.
    Air forces of the opposing forces will take off from more than 100 airfields.
    The total length of all roads will exceed 20000 km.
    The reachable zone of the map is 129859 square kilometers (400.8 x 324 km) while the entire map is 176947 square km (460.8 x 384 km).
    The preliminary list of the cities we plan to have ready at the time of release follows:
    Antwerp
    The Hauge
    Liege
    Frankfurt am Main
    Dortmund
    Münster
    Cologne (Köln)
    Bonn
    Gent
    Rotterdam
    Charleroi
    Amsterdam
    Düsseldorf
    Aachen
    Bruxelles
    Arnhem
    Duisburg
    Essen
    Apeldoorn
    Maastricht
    Again, if you have followed our development before, you may notice that the parameters of the new map are breaking the record once again. This is also the first map to be released with all four seasons simultaneously - a hard challenge for the entire team. To be able to complete the project before the set deadline without compromising quality, our Lead Map Artist Evgeny Isaev has found new methods of development and large cities creation. Also, Evgeny has designed artistic approaches that will not simply repeat the visual quality of the previous maps but will also give players a new visual feel that is characteristic for flying over Western Europe. But enough words, it is time to show you something new - on these screenshots you can see the central areas of Bruxelles, Liege, and Köln:
    But these map development news are not the only ones we have. We can show you the progress we have made on the three coming planes: P-38J-25 heavy fighter, B-25 heavy bomber (AI only), and Me 262 A jet fighter. For the first one of them, P-38J-25, we have used a new approach of creating the exterior and interior 3D models in parallel, not subsequently - at the early stage the model is divided into exterior and interior parts and the coordinates of their seams are stored, then both models are being worked on simultaneously to be connected back at the final step. This aircraft, of course, is unbelievable, what can we say - it's a legend:    
    The B-25 bomber will be AI-only in this project, but we'll try to make its exterior 3D and physical model at the same quality level as our player controllable aircraft. First, this is important for those who will be attacking or defending these planes in the Career mode, campaigns, single scenarios and Coop multiplayer. Second, who knows - perhaps a possibility to make it flyable will reveal itself in the future:  
    The exterior 3D model of Me 262 A "Schwalbe" is completely done, including the official skins. The interior (cockpit) model is almost done (currently the artists are working on its texturing), while our engineers are working on its FM and the physical model of a jet engine. When you look at this legendary aircraft, you can't help but think that it was ahead of its time:  
    To finish today's Dev Blog, we would like to congratulate the beautiful half of humanity on the coming holiday - International Women's Day. Dear girls, be happy!     You can discuss the news in this thread

    Il2 DD Update Dev Blog 217 "Flying Circus"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Salute, comrade pilots! 
    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:      
    Fly for fun!    You can discuss the news in this thread  

    DCS Weekend News: 1st March 2019
    MigBuster
    By MigBuster,
      DCS: MiG-19 Farmer by RAZBAM Simulations Ready for Takeoff! Download now from DCS e-shop The MiG-19P will initially be available on Open Beta. The MiG-19P Farmer was designed by the legendary Mikoyan Design Bureau in the Early 1950’s and was the Soviet Union’s first true supersonic interceptor that could exceed Mach 1 in level flight. Designed to take on enemy fighters and bombers at any time of day or night and in any weather condition, the Farmer was equipped with the RP-5 lzumrud radar in the nose and armed with two NR-30 30mm cannons in the wing roots. The Farmer is also able to carry an array of ground attack weapons that include S-5M rockets and various general-purpose bombs. It is a lethal interceptor with conventional ground attack capabilities. We are proud to bring you this exciting addition to DCS World. The Farmer is highly-optimized to work within DCS World and takes advantage of its unrivalled combat environment that only Eagle Dynamics can offer. Key Features that the MiG-19 Farmer for DCS World by RAZBAM include: The flight model provides realistic performance and flight characteristics. The flight model will see further refinements in coming weeks and months Highly detailed 3D model and animations Highly detailed and accurate 6 DOF cockpit with mouse-interactive controls. Realistic modelling of the aircraft systems including electrical, fuel, hydraulics, lighting, engine and navigation High-resolution 3D model and cockpit textures, including specular and bump mapping as well as deferred shading and Physical Based Rendering (PBR) NR-30 30mm Air-to-Air and Air-to-Ground cannons Air-to-Air missiles S-5M Rocket pods Realistic afterburner Numerous skins Instant action, single, and a campaign Interactive training lessons and videos DCS Dedicated Server Release!
    At long last the DCS World Dedicated Server is available to all! In our quest to greatly improve the DCS World online experience, this is a cornerstone element and will play a pivotal role as DCS World Online moves forward. The Dedicated Server is available to anyone that wishes to run one.   720×413 51.8 KB   Features of the Dedicated Server include: Run a server without the need of a render. This allows a server to need less RAM and only a very simple video card. The CPU processor load is lower, so you can use a less-powerful CPUs or run more complicated missions instead. You can run multiple copies of a Dedicated Server on one PC. Computer capabilities can be used more fully when you start servers in different CPU threads. A Dedicated Server can be controlled remotely via WebGUI. Although we have tested extensively internally and with several community servers, there may be non-official scripts that will not function well with a Dedicated Server. We ask that you report such issues and/or avoid using non-supported scripts. DCS: Combined Arms Frontlines Georgia Campaign Available on Steam
    The Combined Arms: Frontlines Georgia campaign is the first all Combined Arms single player campaign. In this campaign you will experience many different aspects of Combined Arms combat in DCS World, from commanding many units over a number of different objectives to sitting in a tank and commanding a platoon of tanks from the driver’s seat. Get it now from Steam Key Features: 11 Story driven missions (with supplemental missions if you have a stumble along the way) Command various ground units, from armor, to transport Freedom to set up your air units load-outs before the mission starts 35+ unique voice overs With CA Frontlines, we hope you will learn and enjoy playing DCS:
    Combined Arms in ways you might not have ever thought about before. DCS World Open Beta Update
    The biggest items for the Open Beta this week include support of the MiG-19P, dedicated server, and some great, new Hornet features like data link, Situational Awareness Display, and TOO mode for the HARM anti-radiation missile. Other items include: Corrected orientation of child static object on parent unit. Adjusted logic for ground unit line of sight with objects and friendly units in the way. Corrected multiplayer spawn errors on the US aircraft carrier. Improved performance of some scripts. Fixes and updates to the RAZBAM AV-8B and M-2000C. Several fixes and updates to the AvioDev C-101. Improvements to the Fw 190 D-9 and Bf 109 K-4 You can read the complete change log here

    Battle of Britain II - second phase
    33LIMA
    By 33LIMA,
    The Luftwaffe switches targets in my RAF 'commander' campaign! It's lunchtime on 20th July 1940. For the last ten days, the Germans have been attacking coastal convoys. This was how events unfolded in the Operations Room, as recently as the day before - a typical day, until then. A new raid, Hostile 201,  70-plus, is being plotted, likely target a convoy off Ramsgate. The convoy's air cover, 79 Squadron, is still at Hawkinge to the south-west, but should be on station in time. Elsewhere, it's fairly quiet. Twenty four hours later and it's a different story. Raids are coming in thick and fast - slightly smaller, but more of them. And they're going mainly for our outermost airfields. I spent the morning feeling increasingly overwhelmed. Then I decided to do something about it. When the first lunchtime raid came in, heading for the airfield at Tangmere (ringed red, left centre of the screen in the pic below) I diverted a patrol from convoy escort, and another one that was covering an outer London airfield. Three squadrons hit the raid, overwhelming the escorts and inflicting heavy losses on the Heinkels. It didn't stop them bombing and heavily damaging Tangmere, but they paid a big price for it. You can see the raid, Hostile 101, in the pic below, as it withdraws to the south-east across the Channel, still harried by three RAF squadrons.  This is me a little earlier, flying as Green 1 with 234 Squadron... ...and here I am, making my contribution to the war effort, attacking Hostile 101 as it heads for its target. But the Huns weren't giving us any respite. Or even a break for lunch, for that matter! By about 12:30, another raid, Hostile 201, thirty plus, was being plotted coming north from France, you can see it near the lower right-hand corner, in the second the Ops Room pic above. Except there was no longer a convoy target there! It looked to be headed for the exposed fighter base at Manston. And I had shot my bolt, with few squadrons ready to intercept it. First off were 605 Squadron's Hurricanes, and I opted to leave the Ops Room and fly as Green Section leader when they spotted the enemy. They are above us, about thirty bombers in three wide wedges. Somebody called out fighters, but all I can see were the Heinkels, and it is those that the boss orders us to attack. It was going to be a race to catch them, before they bombed. As we close from astern, the Huns start turning to port, and with a sinking heart I know we have lost the race. Down below, Manston paid the price! But the Huns would now have to run the gauntlet, and there was still no sign of an escort. A loose pack of Hurricanes was now fast closing in on them as they levelled out and headed back south. ...to be continued!

    Il2 DD Update Dev Blog 216 "M4 & PzKpf. III Ausf. M"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    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):   KV-1S crew:     PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching:     M4A2 "Sherman" interior renders:     PzKpfw III Ausf.M interior renders:     You can discuss the news in this thread

    Part 1: An interview with Jason Williams and Daniel Tuseev, IL-2: Great Battles Series
    76.IAP-Blackbird
    By 76.IAP-Blackbird,


    Good day my friends, part 1 of 4 of a great Interview is released on Stormbirds. 

    Im proud to see the interest in il2 is growing in our community.
    So let me present you some great new infos about this great Adventure, called Il2.

    Best regards  Martin


      It’s my great pleasure to introduce a four part series featuring two members of the 1C Game Studios team: Jason Williams and Daniel Tuseev. Jason Williams is President of 777 Studios and Executive Producer at 1C Game Studios and hardly needs introduction to regular readers of this blog. Jason’s one of the driving forces behind the current direction of the IL-2: Great Battles Series and a frequent presence in the community. Daniel Tuseev has been a Project Manager and is currently the Technical Producer at 1C Game Studios and has been involved with the IL-2: Great Battles Series stretching back to the very beginning of the project. This first part of this interview is focused on IL-2: Great Battles in 2019 with questions on everything from hardware and VR to new content and new features for the series. There are three more parts planned on specific topics covering everything from IL-2: Battle of Bodenplatte, Tank Crew – Clash at Prokhorovka, and Flying Circus Vol 1. We’re also going to talk about the future of the series so look out for follow up segments coming in the next few weeks! Part one: The IL-2: Great Battles Series in 2019 Let’s start by talking about your history with flight sims. How long have you been involved with flight sims and what were some of your old favourites? Jason Williams: “Oh wow…this could be a long answer, but I’ll try to give a short one. My first exposure to a proper flight-sim was F-15E Strike Fighter at a friend’s house when I was a kid. I think it was on an IBM PC with a monochrome screen. A computer teacher of mine also demonstrated the very first MS Flight Simulator in class one day. That was 7th or 8th grade. Later in the early 90’s my uncle had one of the first Falcon games. Then my family got a 386 PC and I played F-117 Stealth Fighter which I got as a Christmas present. In college I bought my first PC and started playing other sims/games including all the titles in the Jane’s series like ATF, USNF, Longbow, WWII, IAF etc. and anything else that piqued my interest including European Air War. In 1997 I worked as a legislative intern at the state capital building. All the staff was invited to the Governor’s mansion for a big party. They would be hob-knobbing with the Governor and other powerful political people who could give them jobs after graduation. I was like meh… I want to go home and play my sims. After college I played Jane’s USAF and then Falcon 4.0 quite heavily. I also played Flanker a bit, but it didn’t grab me like Falcon did. I remember sitting in a cubicle at a big law firm I worked at in Silicon Valley just day dreaming about going home and playing my sims. Then in 2001 I dove into the original Sturmovik and that was a life changing event for me. My passion for the hobby became an obsession.” Daniel Tuseev: “While my Grandfather was an aerospace engineer in USSR (he have participated in S-75/SA-2 SAM and “Shkval” torpedo development) and I’ve spend many time in talks with him about aviation in times even before school – aviation is my hobby and my love as far as I can remember myself. Flight sims was my first love in gaming from the moment I’ve received my first Sega Mega Drive. My first sims were F-117, LHX, Janes ATF. And always I’d love not only just to play them, but to investigate the sim world, do something unplanned, study how the things works. My first “adult love” in flight-simming was Flanker 1.0. I’ve decided to study for an aviation engineer while I’ve played it. This game have allowed me to start to understand how the combat aviation works. After that, when I’ve started my study in Moscow Aviation Institute, I’ve spend many times in study of aviation in LO:MAC and MSFS. These days were awesome.” The IL-2: Great Battles Series has expanded in scale and scope significantly over the last two years bringing a lot of new ways to play. What are some of the standout new features that you think are drawing new players into the series and at the same time satisfying the veterans of the series? Jason: “I think our move to abandon the original design and go back to the classic formula of QMB, SP and MP content without unlock gimmicks has helped and the addition of great new content like Kuban and other improvements in the graphics department and good VR support. The Career has also been a popular addition.  The big survey we did a couple months ago helped to clarify what attracts virtual pilots to our sim. It’s a wide mix of things that bring people in, but we got some useful data. Thanks to all who took it seriously and participated.” Daniel: “I’m sure that the reason is consistent with the fast evolution of the project. We have performed several huge steps forward like switching to X64, moving to DX11, VR support, several major improvements in aeroplane physics and damage model, improvements of landscape model, adding Career, Cooperative and Scenario Campaigns game modes. All this was done so rapidly and with so good result that this have really addicted players attention and interest. Plus huge changes in gaming strategy – moving back from leveling system to classic sim gameplay – it is also have bring many positive from our community.” What kinds of improvements are you hoping to see from PC hardware (GPUs, joysticks, etc.) that might make your job easier? Jason: “Good question. Better VR goggles are on everyone’s list and I’d like to see large monitors with higher refresh rates for a reasonable price. How about a 32, 35 or 43 inch 4K 240hz monitor that is not just a stripped down television? And the video card prices are ridiculously high. There are a few joystick makers that really could benefit from committing to the North American market in a more serious way. All of their supply problems could be solved by now and sales would be enormous relatively speaking. The creativity is there that is for sure, just not the business vision. I have some experience in this department, which I won’t get into, but until they move west in a more serious manner their ability to grow will be limited and supply will continue to be an issue. I don’t want to see Thrustmaster be so dominant in this space forever simply due to supply and logistics issues.” Daniel: “IMO one of the great misses on controllers market is lack of medium-cost reliable joysticks and rudder pedals with force feedback. In previous times there was a great choose of FFB joysticks on the market – now we have too lack of it. Of course it would be great to have 4K VR devices with wide field of view which will allow you to use your peripheral vision. Also, I believe that there will become a time when 6-D moving seat platforms combined with VR will be standardized and will have acceptable cost to be widely used in flight-simming. So as you see – all my dreams are around player sensoring and feedback systems.” VR has become a selling point for serious combat simulators like IL-2. What do you see in the future for VR? Jason: “I predict higher res units, but difficulties with framerates. I hope, hope, hope there are some tricks we can use to boost framerates at higher resolutions.” Daniel: “As I’ve said above – for VR it is very important to have wider field of view which will allow you to full-use of peripheral vision. Also, virtual gloves technology is a great perspective.” Are there areas where you’d like to improve performance or add additional features to VR within IL-2? Jason: “The key to VR nirvana is higher FPS at a higher resolution. How we get there is still a bit unknown. With a custom engine like ours and a small team, solutions take longer to figure out.” Daniel: “I’d like one day to have VR gloves support in IL-2. It is the main one.” The team has been implementing new network related code over the last few patches. Are there plans to keep working on that area? How difficult is it to find and fix some of the issues that players have reported over the years? Jason: “Yes, but it’s difficult. We have a small team as everyone knows and re-writing and improving netcode is pretty complex. Our only option is incremental changes, gather feedback and then tweak more or dump the changes. It’s not ideal, but it’s what we are forced to do. We agree it can be better and we are working slowly, but surely in that direction.” Daniel: “Yes, we will not stop our work on that issue. It is very difficult area for debugging because most of the issues which we have fixed and improved I the recent past are related to situation of high population of game server. This fact has put serious restrictions on variety of methods which you may use for investigation and debug. In these circumstances the statistics and analysis become the main tool of the finding the reasons, this why these issues can’t be improved rapidly and requires time for develop.” The issue of cheating occasionally comes up (and has again recently) in the IL-2 multiplayer community. What is the team doing to try and prevent some of these efforts? What can the community do to help report the few that decide to cheat? Jason: “First, if we see concrete evidence of cheating, we ban the player, which we have done already to some. Second, we have built some experimental tools to try and stop more advanced cheating, but they need more testing. And finally, we have already plugged some exploits that most of the public didn’t even know about. Cheaters are assholes who don’t just stumble upon cheats. They create them and it forces us too divert resources to that instead of building the product you want. And “off the shelf” anti-cheat tools don’t necessarily work in a custom engine like ours. Remember, we have a custom engine built from scratch. I hate this subject with a passion because it’s complete intentionally caused destruction of our product. It’s malicious and wrong. Just play the game fair and square.” Daniel: “While flight sim with complex flight model and 80+ players on one game server can’t be developed in the way of shooter (where all physics, weapons and damage are calculated on game server) – this problem can’t be solved “once and forever”. In this case it always will be a competition of the sword and the shield. And as you know, sword is always is on the step ahead. But in combine with administrative methods we doing good job in moderating such cases. Also, of course we work on methods of cheating detection and cheating prevention – but methods which we’re using can’t be told to outside because this will give new arms to hands of cheaters. So what I can really say – we continue our work on that.” The ‘Havoc over the Kuban’ campaign is the first community created Scripted Campaign sold on the IL-2 store. Are more campaigns like that planned in the future?  Jason: “Yes, I hope so, but the quality needs to be there. That can be hard to judge sometimes and Scripted Campaigns take a long time to test and development can take a while. But I have two more that I know will happen, but for now I’m taking a break from greenlighting any more. And don’t forget there are some AWESOME free ones out there posted on our forum. Check them out! Some very talented mission makers in our community.” Daniel: “Of course. The main reason of developing the Scripted Campaign game mode was to open the way for community to develop to distribute their result to players. Also, we are working closely with guys from community who doing really serious job on campaigns development helping them sometimes with advices and sometimes with specific changes in the game.” The U-2VS was the first aircraft developed by a third-party developer. Are there plans to continue with that model in the future? Related question: Is the Li-2 (or C-47/DC-3) still planned? Jason: “Yes, that is correct. The U-2VS was built by our friends at Yugra Media. They have a contract to build the Li-2 and maybe a C-47 if that works out, but we’re a long way from that at the moment. The U-2 was a very intensive process that took more of our own time than we had hoped. I’m still hopeful the Li-2 will happen as planned, but until I know for sure I can’t say more. Yugra is also making our Flying Circus planes and they are still learning how to make them efficiently and with high quality. Making planes from scratch or revising older ones up to our standards is a challenge even for an experienced team like Yugra. But they are making real strides. And don’t forget our tanks are made by DigitalForms and that was an entirely new type of machine to for us to support technically and gameplay wise. Daniel, Mike and Sergey have done a tremendous job making tanks possible along with DigitalForms who are giving it there all. It’s been fun to watch the progress.” Daniel: “Yes it is. We working hard to open our doors for everyone who is capable and interested to create content for IL-2 Great Battles. At the moment we have two studios in collaboration with us, we hope that after time it will be more. So, anyone who interested and capable in this – contact to us, we waiting for you. Of course, it is still requiring some work from our side because control, implementation and physics model development is on our side anyway, but this is means that anyone can be calm about quality and accuracy of the result.” Fans of the series have also wondered about future Collector Planes that continue to add to the Eastern Front experience (the Yak-9/9T, IL-4, Tu-2, I-153, Hs123, Bf110F and others come up frequently), are there any plans to do those or work with a third-party team to build those in the future? Jason: “Probably not third party for any of those. Those would be best built by us due to the subject matter. We do hope to make more collector planes in the future and we still like the Eastern Front. I’d like to see all those planes flying one day. Out of all of those the Yak-9T would be the most likely one.” Daniel: “At the moment only ideas are kicked around, it is too early to say what exactly we or our partners will do next. But yes, some of these planes are inside of the circle of possible variants.” You’ve talked about building an Air (and Ground) Marshal feature for a couple of years. How is the planning for that mode coming along and what are you hoping players will be able to get out of having a feature like that once it’s complete? Jason: “We’re in the initial stages of development now. We’ve agreed to a design and begun optimizations of the GUI which was needed before we start the main building process. The design, if it works, has been improved from my early concept into a really neat system. Our hope is that it will make MP more interesting and increase teamwork as it was in real life. It will be an optional feature for servers if they don’t like it. It could be a game-changer for online wars and all forms of MP if the community takes such a feature seriously and tries to fly like a real coordinated air force.” Daniel: “Marshall mode design is established and it is already in development. It will be a huge gameplay feature, comparable to Career by complexity of development. If everything will be good – this feature will be done before release of Bodenplatte. This feature also requires many GUI based improvements and optimizations, some of them you will see in 3.010 as a “bonus” from Marshall mode development which is still in progress. In result players on populated multiplayer game servers will have a new layer of gameplay and cooperation. First of all – this feature should bring an obvious and dynamically changed vision to each player of what multiplayer mission objectives are and what is the player coalition strategy and current tactical tasks. Also, it should bring a new proximity to immersion of real aerial battle to the players.” You’re currently working with Pat Wilson and his PWCG software to add a co-op career experience for players but you’ve also talked about building the IL-2 Career mode into Co-op as well. Is that a long range goal or something you’re hoping to add in 2019? Jason: “No, it’s a long-range goal for us. Pat is a very smart guy and when he said he could do this in a reasonable time frame I jumped at the chance to have him try and I’m confident he will succeed. For us to do it inside the game will take some serious time and right now we have other goals and things to build for MP. Fingers crossed Pat hits a home run with his implementation. Remember he has been working with his code for years now which is different than how we work. Sometimes, it takes one guy with a singular vision and a lot of time to build something super special. “ Daniel: “It is a long-range goal as Jason has stated. Our engine is designed around a central core and different modes of gameplay all share the same basic architecture, so different features of SP and MP can share things to make such hybrid features possible. It will be mostly a question of lobby and GUI design when we eventually focus on such a feature.” Improving the multiplayer lobby is one of the goals that you’re hoping to tackle this year and you’ve previously said that it won’t be easy. What kinds of features are you hoping to have and how much of a challenge is it to build this in? Jason: “I can’t say right now what the exact shape it will take. Obviously, people want chat and a lobby of some kind. Everyone remembers old Hyperlobby and how that worked. So, something that can make match-making easier, but with features users want. We haven’t sat down to draw a final design yet, but that time is coming soon. We briefly mapped it out over a year ago, but it was just to understand the resources we would need to do it. And yes, everything about MP is difficult. A very tough crowd to please. “ Daniel: “While exact design is in development now, now I can only say what we want to have there. We supposing to have common chat, chat rooms, friends, server pre-start lobby where players will bring together and start server when they will be ready and so on.” The team is going to be very busy building a lot of previously announced content in 2019. Are there any surprises we should be watching out for this year? Jason: “Mmmm… if I told you it wouldn’t be a surprise? Time will tell if there are any surprises. Right now, I don’t know of any… or do I. Hmmmm………” Daniel: “I think you will have some.” Three more parts coming I hope everyone enjoyed reading part one of my interview with Jason Williams and Daniel Tuseev. The next three parts are currently in the works and I hope to be able to share them with you very soon!

    Original link:

    https://stormbirds.blog/2019/02/06/part-1-an-interview-with-jason-williams-and-daniel-tuseev-il-2-great-battles-series/?fbclid=IwAR3xdunpO0sDtf0I6iG6DQEOB71I6yU_meKoSGH1aI5_4d-6A86CPFCeMBk
     

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