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    Il2 DD Update Dev Blog 245 "Gun cam Video"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hey everybody!    We hope you are hanging in there and staying healthy! While we're stuck inside our homes trying not to get sick I thought you'd enjoy some footage of our improved airframe damage model in action. These clips show how our wings are much stronger than before and how our improved damage calculations cause a myriad of failures that can bring down a plane, or in some cases, maybe allow you to limp home. Please note that the engine damage was turned off for this video as we are currently concerned with the airframe and how it behaves. Remember just because a plane takes a physical beating, doesn't mean all the systems are functioning. A knocked out plane may keep flying for a little while, but it is likely not going to make it home or stay controllable. My point is don't get too hung up on some of these planes surviving multiple HE hits. One good placed burst and your day is likely ruined, but your wings should not fold like a bad poker hand. Larger planes and historically tougher planes now have a better personality to match their reputation. 

    I pieced this video together in a hurry, so the commentary may not be the best and some of my American humor may get lost in translation. I hope you enjoy this little distraction during this crazy time. Our airframe damage improvements will be in the next update before the end of March.     My gunnery stinks I know. All AI is basically on Novice so I can actually catch them and hit them. These were just simple furball missions.   Try to have an enjoyable weekend everyone!  And remember our Promo Codes are still good!!    Jason   P.S. I have been asked what I filmed this on. Intel i7 7200K 4.2ghz, 64Gb RAM, SSD, 20280Ti, 4K res on Asus 43" G-Sync monitor (120hz Refresh / 144hz OC). Ultra Graphics maxed. Average FPS 90-120. Captured with DXtory app at 60fps at 50% size which is 1080p.

    Falcon 4 BMS 4.34 Update 3 released
    MigBuster
    By MigBuster,
    Ladies and Gentlemen, on behalf of the entire BMS development team, I am happy to announce that the latest iteration of the Billion Soft Falcon 4.0 total conversion modification - Benchmark Sims 4.34 U3 - is available for you to enjoy as of RIGHT NOW! BMS 4.34 U3 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. U3 is an incremental update on top of 4.34 base + U1 + U2, so you need to have the BMS 4.34 Full Installer package and Update 1 and Update 2 available on your PC. You can both update your existing 4.34 base + U1 + U2 installation as well as perform a fresh 4.34 base + U1 + U2 + U3 installation from scratch, as you like. See the installation instructions below for details.
    This mod may not be used for any commercial purposes. Any such use may constitute a violation of the intellectual property of Billion Soft (Hong Kong) Limited and the non-commercial Terms and Conditions under which Benchmark Sims make this mod available to you.
      https://www.benchmarksims.org/forum/showthread.php?38540-Falcon-BMS-4-34-U3-Incremental-Installer&p=533414#post533414    

    The DCS Stay at home sale
    MigBuster
    By MigBuster,
      Free Trial Schedule Trial access on our top products Given the ever-changing situation surrounding COVID-19, we wanted to alert you to some potential changes that could affect certain support channels. First, we want to reassure you that we have a thorough continuity plan, which leverages our global network to ensure support will continue to be provided in the event that a location is impacted. Our plan takes into account location, product and customer segment. We have also tested to ensure business continuity while maintaining security compliance. The health, safety and wellbeing of our teams are our utmost priorities. If one or more of our support locations are affected, we may shift or reduce some services temporarily. Any changes will be posted. In This Together We’re giving you free trial access to popular DCS World modules. For those of you staying at home, you can explore our website and join us on social media for inspiration. The trials will run from the 18th of March to the 18th of April 2020. During the trial period, all participating modules benefit from up-to 50% discount. Below is a schedule of free trials from ED and it’s 3rd Parties, On top of that, save up to 50% on most DCS World modules starting from 18 March 2020 till 18 April 2020 in E-shop and Steam*! The schedule: March 18-19: F-16C March 20-21: F/A-18C March 22-23: F-14B (UH-1H) March 24-25: JF-17 March 26-27: A-10C March 28-29: AV-8B March 30-31: M-2000C April 1-2: Spitfire April 3-4: Mustang April 5-6: Fw 190 A8 April 7-8: Bf 109 K4 April 9-10: Persian Gulf Map April 11-12: Nevada Map April 13-14: F-86 April 15-16: MiG-15 April 17-18: Black Shark Ka-50 Be aware that some modules have different discount rates: DCS: F-14 Tomcat by Heatblur Simulations – 20% off DCS: JF-17 Thunder by Deka Ironwork Simulations - $15.00 USD off DCS: SA342 Gazelle by Polychop Simulations - 25% off All campaigns by Reflected Simulations - 30% off: Spitfire IX The Big Show Campaign P-51D The Blue Nosed Bastards of Bodney Campaign Bf 109 K-4 Jagdflieger Campaign F-86F Hunters over the Yalu Campaign UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven Mission Development - 20% off. The Museum Relic Campaign by Apache600 - not participating. Note: If you do not wish to purchase a module after trying it for free, please delete the free-trial module using the Module Manager to avoid authorization errors. * Steam Sale is subject to change according to VALVE discounts policy. Yours sincerely,
    The Eagle Dynamics Team      

    Il2 DD Update Dev Blog 244
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hello everybody,   The progress on many parts of the Battle of Normandy project is becoming more visible with each passing day. We have placed the order on the numerous ground vehicles that will be outsourced while the design document on the buildings for the new map will be finished soon. The list of the airfields and the map borders are final and the work on the map itself has begun in earnest. The list of the squadrons that will be recreated in the Battle of Normandy Career mode and its main scenario are prepared as well. Visual models of the three aircraft and the FM of the first one (P-47D-22) are in the works. Today we can show you the current state of the visual model of the second aircraft in development - C-47A transport plane which will be manned by AI. The famous WWII legend, it was the best known Allied transport plane. Built under license in many countries, its civilian versions are still in service now, in the early XXI century. This workhorse played a key role in the airborne operations of the Battle of Normandy.  

    Il2 DD Update Dev Blog 243
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hi, pilots!
    And hi gasoline cowboys!    Today I will tell you about changes in the new damage model (DM), which we are preparing for release in the near future. Daniel already mentioned it briefly in previous diaries, and now it is time to talk about the new DM in more details.   Well, how many lances have broken in talks about broken wings in our community?  That guns are “not damaging”, that the Pe-2 is “rock”, tails of Messers are “cut-glass”, the P-47 is "way too weak" and falls apart after a few hits, and many many other opinions, claims and expectations. To be honest, we ourselves have long wanted to double-check the DM of all aircraft and put things in order there, bringing them all to a common concept. As you remember, we already went into this river a couple of times when we changed the DM settings and tried to find a “middle ground” solution with strength and vulnerability. However, it was obvious for us that all these accumulated problems could be solved only systemically, and this would require a lot of time. Finally, this time has come.   Firstly, from the very beginning we eliminated several fundamental limitations of the DM-core, which prevented us from moving on. This immediately “untied” our hands and allowed us to simulate combat damage to the aircraft structure much more flexibly. After that, a lot of research was conducted and several methods for calculating the damage of airframe elements from various types of ammunition were tried. The goal of this research was set quite ambitious (however, this is not the first time for us). We wanted to go away as far as possible from using the “game” settings of the DM, and use as many parameters and characteristics of the airframe from real life as possible. This work is not yet completed and right now the new DM is undergoing comprehensive testing (big thanks to our beta testers, and please take more ammo in the hangar!). Nevertheless now it’s becoming clear that the result of this whole work is exactly this one we really hoped for!   The main news is that our new damage model now uses data taken from blueprints and technical documentation. Such as: the number of structural elements of one or another part of the airframe, their material and geometric dimensions. An engineer who sets up the DM no longer needs to invent anything and rely on dubious empirical data. Now everything is extremely concrete and objective: what figures from documents you put in the model, such resistance to combat damage you get. Our engineering team carefully collected all this data for all 59 aircraft in the simulator. This is a lot of work, and it took a lot of effort and time. But the result was worth it: now all the planes in the Great Battles have such a balance of vulnerability that they, with a very high probability, had in real life.   In the new DM of the airframe, various types of ammunition “work” now in very different ways. Previously, their action differed in the settings of the ammunition itself. Now, the difference in calculation methods, which take into account the principle of causing structural damage in more detail, has been added.   For example, armor-piercing bullets and shells make relatively small external damages on the skin commensurate with their caliber. They do not cause “large-scale” damage to the structure frame anymore, but they do hits like a point strike, hitting through a wing spar for example, or breaking a hinge of elevator or aileron. A broken spar, of course, loses its strength, that makes the wing more weak and leads to break it under the less G-load (this is not new in our DM, by the way). But now, using armor-piercing shells to make several damages of the spar in the same area, you need to hit it many times, depending on the spar dimensions and the ammo caliber. In the same way, in order to turn the skin into “rags” or to tear off the landing gear wheel, you need to shoot a rather long time to the particular part of the plane. In other words, firing armor-piercing shells will not be as effective against the airframe as before.  The chance to get into the structure frame and break it is not great, and the skin is not particularly affected. Although, with enough desire and having the presence of a sufficient amount of ammunition, you can "cut" the airplanes apart with armor-piercing projectiles if their weight of fire converges and causes enough damage.   Explosive bullets and high-explosive fragmentation shells are quite another matter. Only a few hits are enough (depending on the model of the projectile, its caliber, the amount of explosive) to make large holes in that part of the plane where you hit, and everything around it was cut with fragments. Managing such an aircraft will become quite difficult. It will noticeably lose its performances and become not a serious opponent in the battle. The structural frame will also receive “zonal” damage, mainly due to high-explosive impact. So now the effectiveness of this type of weapon against the airframe will be significantly higher than the effectiveness of armor-piercing shells and bullets. The skin will also get damages much faster than the structural frame. Thus, situations when wings or control surfaces fall off an airplane in a battle will arise much less often. To break the rear part of the fuselage by shooting will become very hard. Nevertheless, anything is possible.   In addition, in the new DM, we eliminated the problem of inadequate damage to the airframe when firing at those parts of the aircraft that do not contain structural elements. For example, firing at an engine of a twin-engine aircraft or at its propeller spinner can no longer break the aircraft wing. Also, due to the improvement of the DM-core, the old problem of “extra” damages the airframe when the same projectile hit several non-structural collision-zones of this particular part of the airplane was eliminated. A HE shell also will no longer inflict damage on the structural elements of the airframe with its initial kinetic energy of the intact shell, we fixed it.   The new damage model now correctly takes into account the type of material of the structural frame or skin. The same bullets and shells will cause different damage to duralumin, wood, or steel structural elements, making “virtual” holes of various sizes in them.   It is important to mention that this work is about the calculations of damages, and the visualisation of the DM (textures and 3D-model) has remained unchanged. As you know, all our planes have three fixed levels of visualization of external damage for each part of the airframe. There are “light” damage (bullet holes and small holes from shells), “medium” damage (larger holes) and “heavy” damage (big holes on the airplane). Each of these three levels, switched in sequence. They have been painted by our artists as well as our community enthusiasts with attention to detail for each aircraft. The new calculations in the DM will now switch these three levels of visual damage, taking into account all the features of the action of various types of ammunition and the damage they cause to the skin, which I mentioned above. Thus there is some improvement of DM visualisation too. Because of this new DM fine-tuning the variety of our existing damage textures has improved. They were not properly being expressed in the past. Because of some bugs and errors, parts of the airframe would fly off or fail and a level of damage it should have shown prior to that was skipped or rarely seen.   Moreover, there is another improvement of DM visualisation. The visual effects of hitting the plane (sparks, wood chips, etc.), as well as sound effects, will now depend on the part of the plane in which the projectile hit. Even when shooting at the same part, for example, on a landing gear wheel, one can see different effects of hits - sparks from the wheel’s disk (if the disk is metal) or a cloud of “debris” and “dust” from the tire. Also our online players, I think, will be pleased with the news that we found and fixed a bug of no sounds of hitting an airplane in multiplayer (dear God we hope, we hate this problem!).   For sure, making such a large-scale work to improve the DM of an airframe, it was reasonable to take a look at the other areas of the DM. Firstly, we slightly changed the settings of the combat damages of an engine from various projectiles. This was only a preliminary step, and I think that in the near future we will conduct an equally thorough review of the DM for engines and various aircraft systems: control systems, fuel systems, onboard weapons, etc.   Secondly, we rechecked the data for all types of bullets, shells, missiles and bombs in the game, such as armor penetration characteristics, high-explosive and fragmentation characteristics. Many tests were carried out and many inaccuracies and bugs found were corrected. As well as significantly optimized performance algorithms of DM. The results of this work will affect not only aircraft, but also all other game objects: ground vehicles (including detailed tanks), ships, buildings. The common model of high-explosive ammo was substantially improved. The penetrating explosion (inside the object) has become much more effective than the external one. A model of a "random" fragment for distant explosions was created, which takes into account the distance from the epicenter, the dimension of the target, and of course the type of ammunition.   As I wrote above, at the moment the new damage model is undergoing final testing and debugging of core-settings. We are looking forward to completing this work in a couple weeks.  And we really hope that the result will delight you and bring you many new positive emotions from playing the "Great Battles". This is invariably our top priority.   At the end I'd like to accompany this boring long-read text with some interesting pictures. Here are the first WIP screenshots of the first Battle of Normandy aircraft - P-47D-22 Razorback. It's a big deal since this is the first time we show you something from this newest project:  
    Yours sincerely, Andrey “Petrovich” Solomykin – Lead Engineer

    Il2 DD Update Dev Blog 242
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hello everybody,   Previously we talked mostly about the Normandy project, but today we have something to tell you about Tank Crew. Functionality wise, at this stage we're polishing the implemented modules. The coming update 4.005 will bring a dozen important improvements for Tank Crew and the commander binoculars we showed you earlier. Later we plan to implement the indirect fire capability for self-propelled guns (by inputting the distance and traversing angle) and new quick mission types for the tank commanders. It should be also noted that a lot of the damage calculation changes that are prepared for 4.005 also affect the detailed tanks, this is important for the quality of their damage modeling.   Today we have something to show you as well. Our partners from Digital Forms just sent us WIP screenshots of the two latest war machines that are being modeled for the Tank Crew project. The first one of them is German tank destroyer Sd. Kfz. 184 "Ferdinand". Here are some shots of its interior parts. This self-propelled gun is very hard to recreate because there is a little info left and we have to conduct a lot of research to clarify how its internal parts worked and looked. But the result is going to be really good - these tank destroyers which first saw action in the Kursk battle impress with their power - take a look at the comparison of their main gun with the entire T-34/76 tank - and unique design decisions:     The second war machine that is in the works now is the SU-152 assault gun that was built on the KV-1s heavy tank chassis and armed with 152mm ML-20s howitzer. It was designed incredibly fast - it's hard to believe, but between the decision of the State Defence Committee that a new heavy SPG is needed and the act of putting it into service passed only 37 days and it was ready for production by the end of January 1943. There weren't a lot of these assault guns made, but their combat debut at the Kursk salient showed that the Red Army has something to counter the newest heavy German tanks in the coming battles:     You can discuss the news in this thread

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


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