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    SALE: Cold Waters & Atlantic Fleet
    By Julhelm,
    For those of you who dislike Steam, we've released Cold Waters and Atlantic Fleet on GOG.com at a discount. Go buy them if you haven't already. https://www.gog.com  or click the images below for each respective title download page.    

    Il2 DD Update Dev Blog 185 (1 x Video)
    By 76.IAP-Blackbird,
    New Update from Han

    Hello everybody,   Today is the last working day of 2017. Officially. Part of our team that finalizes the game bits that are required for 3.001 release will continue to work on holidays. This is a personal decision of each team member and I can only respect them.   Total of 5 new aircraft will be released in 3.001. We still need to texture P-39L-1 cockpit and finish Bf 109 G-6 flight model. A-20B, Yak-7B ser.36, and La-5FN ser.2 are almost done, there are some skins and details left to do.   Cooperative multiplayer mode and new statistics system are being tested. The new Career is finished from functionality point of view, it is being tested, debugged and filled with missions and locations content. We plan to have as many as 40 generated mission types; 20-25 of them will be ready for 3.001 and the rest will be added during the course of the year. Generated missions will have randomized locations, mission route and target parameters, weather conditions and other details, so each sortie will play differently.   Other stuff planned for 3.001 is ready. Today we plan to start 3.001 alpha testing, hopefully our testers will help us finalize all the work we were busy with for 4 last months quickly and effectively.   We, IL-2 Sturmovik Great Battles team, would like to wish you a Happy New Year and all the best in the coming 2018. To make this Dev Diary more visually appealing, here are several A-20B cockpit in-game screenshots and the video showing all five aircraft coming in 3.001.            
    youtube.com/watch?v=t1KS9gscY5g   You can discuss the news in this thread

    Wings Over Vietnam
    By MigBuster,

    Today we are taking a trip back to 2004, a time when as you can see from the photo above featured PC CDROMs! Before Internet speeds for most were high enough to consider sending entire game files they had to distribute games to people using good old fashioned Compact Disks. The shiny CD came complete with its own (Jewel) case with cover and even a printed manual. As you can see a time when even Thirdwire had to distribute games and make them look like games used to - the manual even tells me to go to http://www.softwarehelpdesk.co.uk/ for technical support…………..ha looks like that domain is up for sale! 
      Looking at the back we can see it even ran on Windows ME with 256MB of RAM! - Yes, I had to look back to remember what Win ME was – the very last of the Win 9x line before Microsoft thankfully ditched that and we got Win 2000 then Win XP.  Of course, in 2004 or nearly all of that decade Win XP was the only game in town for home users and it was great for its time.   For anybody who had bought Strike Fighters: Project 1, a Vietnam game was a logical and most welcome step forward….a game that recreates the intense air combat experience in the skies of North Vietnam at the height of the air campaign……………..what could be better!
    The manual lists the Player and AI aircraft, and although the VPAF selection looks fairly complete, the US selection was very limited compared to the later Strike Fighters 2: Vietnam.
    This was a time when there was hope for the future and many opportunities to modify the hell out of the game and start getting into place the absolute ton of things not included in the box.  
    Terrain & Environment
    As you might see (from the case) the Terrain that came with WOV wasn’t much better than what comes with one of Thirdwires Phone & Tablet PC games – a pretty poor and unrealistic looking barren wasteland. Unsurprisingly it was not long before modders produced somewhat better tilesets - one of the first I remember and although free was used by Yankee Air Pirate later: The RA-5 Vigilante - does not come with WOV   There was a payware tileset for sale at Razbams store at some point – but suffered from having obvious borders and tile edges – also 512 x 512 bitmap files were pretty big at the time but very low res by today’s standards. This later effort includes a version of Starys Green Hell which included a lot more trees for the first time: Vietnam was hell - Green hell!     When released WOV also had no clouds either but they were added in a later patch: Low level clouds, gone but not forgotten    Game play
    The North Vietnam Air Force (VPAF) and air defences were quite well set up as part of the terrain, with relevant SAM and AAA models for the era along with relevant AI. The MiGs varied in effectiveness from patch to patch whereas some of the SA-2s had a Kill probability of about 99% - this was rightly toned down somewhat in Strike Fighters 2 (SF2). 
    WOV included an airbourne FAC (Forward Air Controller) role and this was usually represented by an 0-1E Birddog flying over the battlefield (Callsign Snoopy) – this was removed from SF2. 
    The game added Carrier operations for the first time although the carrier was pretty lonely by itself most of the time, and players could only fly off it in campaigns and scripted single missions!    The B-52s thought they were safe from Thirdwires lesser spotted MiG-17F   
    There were some options for payware – mostly from Razbam and Yankee Air Pirate – both had air of controversy that I won’t go into here.  One of the very few payware aircraft was the A-1 skyraider pack
    Before the Mission Editor arrived in SF2 you had to create single missions using Notepad basically, quite a time consuming and difficult process. Yankee Air Pirate basically created single missions based on real missions from Vietnam and was quite an important addition for anyone with an interest in that subject.    Populated carrier deck   Landing and taking off in Hueys from smaller boats like this   Shooting down Colts in Hueys   Shooting the side gun in Hueys - Get some!.   Of course, with scripted missions you can do quite a few things you cannot in auto generated single missions and campaigns!   Advance clone army!   The VPAF, masters of camouflage       Looking back Wings Over Vietnam certainly started out as a fairly serious attempt to put together a decent standalone Vietnam war Air Combat simulator and in that respects, did a pretty decent job, but only if you took time to add a lot of the mods available and change the game yourself. Graphically it was using DX9.0c so was up to date in that regards although again you had to add mods to get it looking to what it should have perhaps been out of the box.    F-111A - not included with WOV   EB-66 - not included with WOV
    …………and Here we are at the tail end of 2017 and still no real alternative to WOV and SF2V on the Vietnam War flight sim front.          

    DCS World news & Winter Sale
    By MigBuster,
      DCS World Winter Sale It's here! Starting today at 1500 GMT our Winter Sale will start and it will last until 3 January at 0900 GMT. During this sale, get great savings on the following: 60% off DCS: A-10C Warthog DCS: Black Shark 2 DCS: Flaming Cliffs 3 DCS: Combined Arms DCS: C-101 F-15C for DCS World Su-27 for DCS World Su-33 for DCS World 50% off on all other modules.
    Please find these great savings at:
    Campaigns     DCS: F/A-18C Hornet, Episode 3: Preflight, Startup, Taxi and Takeoff 4K Video Video: DCS: F/A-18C Hornet, Episode 3: Preflight, Startup, Taxi and Takeoff This is our third introduction video to the Hornet, based on a Work-in-Progress build. In this video, we take a look at the preflight, startup, taxi and takeoff procedures in the F/A-18C Hornet. While most of the startup functions are now complete, there are still a few more to go. If you have any questions, please see our FAQ DCS: AV-8B Night Attack S/VTOL Released on Steam We are delighted to announce that DCS: AV-8B Night Attack S/VTOL by RAZBAM was released into Early Access on 29 November. This is the second offering from RAZBAM for DCS World after their critically acclaimed DCS: M-2000C. The AV-8B continues their dedication to detailed craftsmanship with this iconic aircraft. DCS: AV-8B Night Attack S/VTOL Web Page DCS: AV-8B Night Attack S/VTOL in Steam   Video: DCS: AV-8B N/A VTOL - Trailer Note: DCS: AV-8B Night Attack V/STOL uses our new, keyless protection system. This system requires periodic internet connections. About DCS: AV-8B Night Attack S/VTOL: The AV-8B project was born in the early 1970's as an effort to improve the operational capabilities of the AV-8A first generation Harrier. The AV-8B made its maiden flight in November 1981 and entered service with the United States Marine Corps in January 1985. It later evolved into the AV-8B N/A (Night Attack) and AV-8B Harrier II Plus. The first flight of a modified AV-8B in the night attack configuration was on June 26th, 1987. Deliveries to the USMC began in September of 1989 to VMA-214 at Yuma, Arizona. Follow-up units based out of Yuma received their Night Attack AV-8Bs by the end of 1992. In 1984 the AV-8B N/A variant (originally known as the AV-8D) included the NAVFLIR (Navigation Forward-Looking Infrared camera, consisting of a GEC-Marconi FLIR system mounted in the nose) for night operations. Additionally, GEC Cat's Eyes night vision goggles were provided to the pilot as well as a revised cockpit with color MFDs, a wider field-of-view HUD display, a color CRT digital moving map and "heads-down" capability. The AV-8B N/A also sports four Tracor ALE-39 countermeasures dispensers along the top of the rear fuselage, in addition to two ALE-39 dispensers along the lower rear of the fuselage. The AV-8B N/A also fields an updated version of the Rolls-Royce Pegasus 11-61 (F402-RR-408) vectored-thrust turbofan engine. The subject of this study level simulation is the AV-8B N/A Bu No's 163853 and up which are the latest variant of this very capable AV-8B variant. Key Features of DCS: AV-8B Night Attack V/STOL by RAZBAM include: Advanced Flight Model that also provides realistic performance and Vertical Takeoff and Landing (VTOL) characteristics Highly detailed external 3D model and textures with animations Highly detailed and accurate 6 DOF cockpit with high resolution textures, specular and bump mapping, and mouse-interactive controls Highly realistic modelling of the aircraft systems including electrical, fuel, hydraulics, lighting, engine and navigation that includes: Digital Engine Control System (DECS) Automatic Fuel System Air Refueling System Electrical Power System External Lighting Internal Lighting Hydraulic Power Supply System Flight Control System (FCS) Head-Up Display (HUD) Up-front Control (UFC) Option Display Unit (ODU) Multipurpose Color Displays (MPCD) VREST Computer (for jet-borne flight) Air Data Computer (ADC) Environmental Control System (ECS) On-Board Oxygen Generating System (OBOGS) Realistic weapons, sensor, and defensive systems include: Air-to-Air and Air-to-Ground GAU-12 Equalizer 25 mm (0.984 in) 5-barreled Rotary cannon pod 6 under-wing pylon stations holding up to 9,200 lb (4,200 kg) of payload which include: AIM-9 Sidewinder or similar-sized infrared-guided missiles AGM-65 Maverick Air-to-Surface missiles Mark 80 series of unguided bombs (including 3 kg [6.6 lb] and 14 kg [31 lb] practice bombs) Paveway series of Laser-Guided Bombs (LGBs) Joint Direct Attack Munitions (GBU-38, GBU-32, and GBU-54) Mark 20 Cluster Bomb Units (CBUs) AN/AAQ-28V LITENING targeting pod ALQ-164 ECM Pod Several skins Detailed Operational Manual and Pocket guide Instant Action, Single, and Training Missions Detailed representation of the USS Tarawa (LHA-1), lead ship of her class.     Happy holidays,
    The Eagle Dynamics Team

    Merry Christmas Everyone and Happy New Year! IL2
    By 76.IAP-Blackbird,
    Jason has posted 4 very nice WIP pics, all who loves the A-20, here is the show...


    I just wanted to say thank you for your support this year and I hope you have a Merry Christmas and Happy New Year! This time of year we take a bit of a holiday break, but we'll be back at it with the new year. 

    Also, this has been a unusually busy Q4 for us and I have fallen way behind in my correspondence. To anyone who has written me I apologize if you have not gotten a response. I get many emails and PMs and when I get busy I have to triage them and only respond to the most urgent. I will try to catch up over the Holiday break. So please don't take it personally if I have not responded to your message. I will try my best to respond shortly and if I don't please just write me again.

    2017 was a super year in lots of ways, I hope we can top it in 2018!  

    Here's some quick A-20 action i the Dev. Build. This plane is fun! 




    IL 2 BATTLE OF KUBAN DD 184 (2 x videos)
    By 76.IAP-Blackbird,
    Hello everybody,   The New Year is almost here, and our office is very busy. As Jason announced earlier, BoK release is planned for the last third of the winter and we have a lot to make in time for it. The final part of the work on the Career mode turned out to be a lot more difficult than anticipated - those improvements that we planned to combine the best from RoF and BoS worlds require an astonishing amount of work. The overall work is tripled by the fact that we create the Career mode for three war theatres at once - not only new BoK, but also for previously released Battle of Moscow and Battle of Stalingrad. The amount of squadron histories research, work on preparing the map data for the generator were tripled; this also significantly increased the time needed for unique theatre settings. On the other hand, the final result we expect to get should make up for this hard work and release delay. It is important to note, that last two times (in RoF and BoS) Viktor =FB=VikS Sechnoy developed the generator templates that were significantly limited, this time he makes it as he sees right. Our producer Jason gave Viks the freedom that he asked for. Everything will be changed - mission tasks, mission success conditions, mission progress conditions, the placement of various objects near the front line. For instance, to complete a ground attack mission you can destroy various different enemy targets in the designated area, not necessarily the main target listed in the briefing. There are many other things that should make the new gameplay more diverse and interesting compared to earlier BoS campaign or RoF career.   The new Coop multiplayer mode is almost done. This game mode is much like RoF Coop, but IL-2 Coop will have several improvements compared to RoF one thanks to our GUI programmer Vitaly Tolmachev. It will be possible to form player groups using a dialog window and assign a different route to each. There will be also an option to fly a gunner like in Dogfight.        Thanks to Coop development, we're also improving the game statistics system, which will benefit all the game modes. First of all, stats will become more informative. After making necessary improvements that stats parser tool was designed to support from the start, in the future we plan to further expand and improve the statistics system. Moreover, the entire MP points assignment system will be revised. Difficulty modifier will be gone - on all difficulty settings, players will receive the same amount of points. We do this because it turned out that setting strict rules for set groups of users is not needed for the community, and most MP servers use custom difficulty settings where points are not counted at all. We also won't set the player points to zero if he is killed or captured. Instead, we're adding additional player states the community asked us for some time:   Airplanes: Successful Landing at airfield : x 2.5 Emergency Landing at airfield : x 2.0 Forced Landing outside the base : x 2.0 Ditched : x 1.5 Bailed Out : x 1.0 Flight Canceled : x 0.5 Captured : x 0.5 Killed : x 0.5 Friendly Fire : x 0.0   Vehicles: In Service : x 1.5 Broken : x 1.0 Killed : x 0.5 Friendly Fire : x 0.0     Statistics system isn't the only thing that is changed by adding Coop mode - you'll be able to host a server not only from a separate DServer tool using a different account, but from within a game. You will be able to specify all the required parameters in the game itself and participate in the mission he is hosting together with other players. Such servers will be visible in the servers list just like DServer ones. You'll be able to host both Dogfight and Coop servers this way.     Another chunk of news today is that we started Bf 109 G-6 flight model development since its 3D model is ready. This aircraft is going to be interesting, here's its cockpit screenshot:     Speaking of aircraft, we finished the raindrops visual effect on the canopy and restored the old RoF feature with raindrops on pilot's goggles. They both kick in when they should, creating a new level of immersion during rain. When you're on the ground and the canopy is opened, the raindrops will land on your goggles. While taking off, the front glass will protect you from the rain, unless you move your virtual head outside. While the movement of raindrops on the canopy surface and on the pilot's goggles is simplified, it is physics based and changes depending on airspeed and flight direction. Even if there is no rain, the raindrops will appear when you fly through a cumulus cloud or very low above the water. This 5-minute gameplay video showcases this feature:    
    youtube.com/watch?v=DTl6PZ8SQGs   Now let's show you something more grounded. Since the graphics improvements for BoK are nearly complete, we started the work on tech required for new projects. The research on Bodenplatte map and scenery has started and we'll tell you about it a bit later, but today we can give you more info on another project - Tank Crew. All tanks will have the detailed exterior and interior (WIP screenshots are coming soon). Right now here's the screenshot of the current Pz. III tank model you already have in the game that shows the new visor tech - prismatic optical instruments and triplex armored glass:       Our partners are making the tank models while we make the necessary new tech for them to look best, for instance, the new tech to make the tank tracks look as real ones as possible. This tech is different to what two most popular tank games are using and is more modern and perspective. It is not heavy on polycount, performance optimized, looks good at different distances, including close up views, and is also convenient for 3D modelers to work with. Our lead programmer Sergey Vorsin not only made all that but also made sure the tracks move in a physically correct way at different speeds.       In addition, Sergey has made it possible to topple trees on the edges of woods, in the wood lines and single standing trees. This option is optimal for game performance (it doesn't adversely affect the performance of the entire game and doesn't clog the bandwidth in the multiplayer) and is also realistic because a tank crew couldn't expect to move right through a forest. Although physics of tree-toppling is very simplified due to the insane amount of trees in the game, it still looks better than in many other projects.   We plan to improve many other technologies for Tank Crew project. In particular, we plan to make landscape mesh 16 times more detailed for smaller, 100x100 km tank maps. This will allow creating the fully-featured multiplayer missions with tanks and aircraft acting simultaneously in one mission (10000 sq.km. are more than enough for fighters and ground attack planes). In the same time, tank players will have very good landscape visuals on such maps.   However, as they say, it is better to see once than to hear many times. So here is 3-minute gameplay video which showcases two new tank features - new tracks and tree-toppling:    

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


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