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SLAVA Class Data File Mod/Update

This package contains modified data files for the Slava Class Cruiser. It is meant for SF2:NA based installs only.


You will need the Slava class upgrade package 1.1




Alternatively if you have the SF2:NA Expansion Pack by eburger68 then it can be used with the Slava included in the pack.





This package makes numerous adjustments to the Slava Data file.


The most important is making the SA-N-6 missile launchers function via a Gunner instead of using the [WeaponSystem] entery. As such they operate similar to the launchers on WhiteBoySamurai's cruisers.


Some slight adjustments have also been made to the SA-N-4 gunners.


Additionally all other gunners have been heavily overhauled in order to adjust the performance of the ship's gun systems against the AA and CIWS role.


The Alt1 file is uses stock or existing guns while the Alt2 file uses custom modified guns.


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Just did a minor update. I had the wrong version of the "AK-130_MTF" gun file. The one included now should be more effective against aircraft.

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    • By 76.IAP-Blackbird
      Dear friends,

      Today our team presents you the first IL-2 Great Battles update in 2021, 4.506. The main feature of this update is the Fw 190 A-6 fighter/bomber developed for the Battle of Normandy. The Normandy map is in development, but you can already fly the new aircraft in Rheineland Career mode, provided you have both Battle of Normandy and Bodenplatte. You can also encounter the new A-6 as an enemy in the recent Wind of Fury campaign and anyone can set it up as an AI in quick missions.  

      In addition to the new arrival, there is a significant number of other changes and improvements. The updated graphical effects are included (the ones that are ready), Chiawei =Oyster_KAI= Liang continued his work on the 4K texturing of many planes cockpits and Martin =ICDP= Catney created 4K external textures for Bf 109 E-7 and corrected a number of other aircraft. There are two AI corrections, but they are significant. Among other fixes are ones for aircraft systems, player controllable tanks, including an important one for the gun aiming, and many improvements for historical campaigns.

      We continue our work as always and this Spring you'll see new planes and improvements for the game world.

      Main features
      1. German fighter/bomber Fw 190 A-6 is now available to all Battle of Normandy owners;
      2. Fw 190 A-6 added to Rheinland Career mode (to the 1st and 2nd chapters to joinable squadrons III./JG 11, I./JG 26 and II./JG 26 and to all chapters to AI squadrons III./KG 51 and NSGr. 20);
      3. Bf 109 E-7 got 4K quality external textures;
      4. There are new truck variations (which look exactly like the regular ones) that are loaded with ammo and explode when attacked in a spectacular way;

      Aircraft improvements
      5. AI pilots of fast fighters engage slow-flying targets much better;
      6. AI pilots that are alone or from different groups carry out a landing approach much better - now all the AI pilots form the landing queue, not only the ones that belong to the same group;
      7. MC.202 propeller rotation and twist were corrected;
      8. Yak-9 and Yak-9T elevator is affected at high speeds similar to other Yak fighters;
      9. On all aircraft with set mixture control positions the current position is shown in the technochat instead of the mixture percentage;
      10. UBT MG gunsight scale on IL-2 mod. 1943 has been recentered;
      11. A damaged Fokker D.VII won't visibly disappear at long distances;
      12. Gunsight adjustment (target size and range) using buttons happens faster and their default values are set for a close dogfight against a typical enemy fighter;
      13. German gyro gunsight Ez.42 damping corrected, higher frequency oscillations of the aircraft affect the calculated lead less;
      14. AI pilots fire all 12 Hurricane MGs when installed instead of only 8;
      15. Water vapor effect added to the damaged or overheated Hurricane radiator;
      16. Oil and water drops won't visibly appear on the inside surface of the cockpit canopy on many aircraft;
      17. A number of typos that appeared on Soviet planes after increasing the cockpits to 4K quality were corrected;
      18. Bf 109 E-7 cockpit: a typo corrected, detail of certain controls improved, dimmer looks more historically accurate;
      19. Bf 109 F-2 and F-4 wheels corrected;
      20. BG-25 detail increased (Bf 109 G6/G6 Late/G14/K4);
      21. Rocket control panel detail improved on Bf 109 G6 Late and G14;
      22. Fw 190 A-3/A-5/A-8 ammo counters panel detail improved;
      23. Hs 129 B2 cockpit: weathering and scratches on leather objects, weathering of the gunsight parts outside the cockpit, more detailed dimmer switch, revised coloring and updated lettering of gauges and parts to make them more historically correct, alpha layer adjustments;
      24. MiG-3: enhanced textures of braided cables, redrawn placards, alpha layer adjustments;
      25. P-39L: control stick weathering, more detailed radio equipment (MN-52H, BC-345, BC-451) and recognition light switch box, more accurate white aluminum panels and detailed text, enhanced throttle quadrant and fuel prime pump handle, improved gauges and parts lettering, alpha layer adjustments;
      26. P-40E: more detailed radio equipment (BC-366, BC-451A, BC-450A), throttle quadrant and fuel prime pump handle, historically correct texture for exposed wiring (black wires and white braided cables), alpha layer adjustments;
      27. P-47D22/D28: more detailed BC-765 switch box and fuel prime pump handle, upgraded textures of the white screws on the trim indicators box and flap control handle slide rail, alpha layer adjustments;
      28. Fw 190 A-3 and A-5 default pilot positions and some skins of these aircraft were corrected;
      29. Radio and lighting switches are now animated in Fw 190 A-3 and A-5 cockpits;

      Player controllable tank improvements
      30. An option added that amplifies the gun aiming response to the mouse movement. If you play without a visual mouse aim indicator or aim the gun using buttons, it is recommended to leave it at the default setting (0);
      31. Player controllable tanks now correctly collide in multiplayer;
      32. A wrong technochat message about turning on and off the powered turret traverse won't appear while moving across rough terrain at high speed;
      33. SU-122 and SU-152 crews throw out all the accumulated spent ammo casings when the hatches are opened;
      34. The initial position of the shot off Ferdinand gun mantlet corresponds to the mantlet type installed;
      35. 72-K 25mm round ballistics were corrected;
      36. HE rounds of 72-K, 61-K, Flak 36, Flak 38, Flakvierling 38, Sh-37, NS-37, BK-3.7, M4 and Vickers Class S now have self-destruct fuzes (HE rounds without such fuzes were not used on these guns);
      37. Pz.Kpfw.III Ausf.M suspension animation corrected;

      Visual effects improvements
      38. New bomb ground and water impact (impact, not explosion) effects;
      39. 50-100 kg bombs explosion effects have a new style (it is planned to update all the explosions in a similar way);
      40. Additional explosion effects added for rounds containing more than 450 g and less than 1500 g explosives;
      41. Improved gunfire effects for the detailed ground vehicles;
      42. APHE explosion effects corrected accordingly to the number of explosives they contain;
      43. Ground vehicles leave better-looking tracks;

      Other improvements
      44. The hook on port cranes is raised higher so it won't prevent larger ships to dock underneath;
      45. The visual model of a destroyed 52-K AAA gun was corrected (it contained elements of an intact gun);
      46. Blazing Steppe, Fortress on the Volga, Ice Ring historical campaigns: all fire effects updated, ammo trucks added, many other improvements and fixes;
      47. During the Wind of Fury historical campaign you can encounter С-47 and Fw 190 A-6 while Bf 109 G-6 fighters were replaced by Bf 109 G-6 Late;
      48. Fortress on the Volga historical campaign: fuel and ambulance trucks added to the transport columns, the overall number and size of the columns increased.

    • By 76.IAP-Blackbird
      Update 4.501  
      Dear friends,
      We just released the new update - 4.501. Its shifted version number means it is a kind of a milestone and it really is. First, the research we did on the community opinion on the aircraft spotting allowed us to make many improvements to this important part of the sim. The distant LOD scaling system has been adjusted, their lighting has been made full, atmospheric haze option and an increased MSAA level have been added. We're sure that this update will make the online multiplayer experience totally different from how it was before. Now our next target, for the next update, is the improved pilot G tolerance model we do after asking the community taking the account the new reference data provided by the community members.
      Please take in attention: adding Haze option to the mission format makes previously saved .msnbin mission files obsolete. Delete them and save the new version using .Mission files.

      In addition to these very important changes, today's update brings you the new campaign 'Wind of Fury' by Alexander =BlackSix= Timoshkov that is included in the Bodenplatte module. This means that our promises on what Bodenplatte will include are finally fulfilled. Of course, it doesn't mean we'll stop improving it, for instance, now we plan to improve the Rhineland Career mode.

      Also, P-39L-1 "Aircrobra" (Battle of Kuban) and Bf 109 G-6 now have 4k quality external texturing created by Martin =ICDP= Catney. The work on bringing all the aircraft in the sim to 4K texturing continues.

      Tank Crew gets the last planned features for its release in this update, making 4.501 a milestone for it as well. The new turret and gun control mode and fixed visor cameras were requested by the community for a long time and they are available now.

      We think that this update will mark an important step for our sim and we hope you'll enjoy it!

      Main features
      1. The new scenario campaign "Wind of Fury" is now available to all owners of the Bodenplatte project for free;
      2. P-39L-1 "Airacobra" and Bf 109 G-6 fighters now have 4K quality external textures created by Martin = ICDP = Catney;
      3. The long-range LODs scaling system for aircraft has been adjusted. Aircraft spotting at short to medium distances, especially when using wide camera angles, is greatly improved. The visibility at distance has been adjusted to be closer to reality.
      4. Alternate Visibility has been renamed Enhanced Visibility: this mode gives a much greater increase in aircraft visibility at long ranges compared to the new standard visibility. At medium ranges, visibility is also significantly improved compared to the old Alternate Visibility option;
      5. MSAA x8 option has been added, but please note that this level of AA is very demanding to the graphics card performance;
      6. The atmospheric haze density option has been added to the Quick Mission Builder. Its minimum value corresponds to the haze density available earlier;
      7. Dawn/Dusk Fog option has been added to the Quick Mission Builder. This option is available only when the haze density is set to half of the maximum value or more;
      8. The haze density option (from 0.0 to 1.0) is now stored in a mission file. Radiation fog appears at dusk if the value of the haze is more than 0.5 and the weather preset name contains an odd number at the end. The denser haze makes it easier to spot other aircraft against the background of the landscape when the distance from the observer to the target is much less than the distance from the observer to the landscape behind the target. This can be used when designing multiplayer missions for game servers;
      9. Distant levels of detail (LODs) of the aircraft now have the same surface material setting as closer and more detailed LODs, making the lighting of distant aircraft much more realistic and enabling reflections and glints when the relative position of a contact, an observer and the light source(s) is right;
      10. In a multiplayer game, a tooltip has been added to the list of game servers when hovering the mouse cursor over the difficulty preset icon. This tooltip displays all the difficulty settings of this multiplayer server;
      11. This information is also available in the multiplayer server lobby (“About the server” section);

      AI improvements
      12. AI wingmen keep the optimal climb speed when the wing leader is far and higher;
      13. AI aircraft now use combat and emergency engine modes for a fastest possible climb when following the terrain;
      14. AI fighters now more actively attack maneuvering targets at lower speeds;

      Player controllable tanks improvements
      15. New control mode allows aiming a tank gun using a joystick (or buttons);
      16. Aiming the tank guns and machine guns with the mouse is more convenient;
      17. Fixed cameras added to tank visors and other observation devices. Loader viewing devices are, most often, can be used from the gunner's station. You can cycle the views using LShift + V keys;
      18. The target marking cursor when giving orders as a tank commander is visible at any settings;
      19. The current sight or observation device is indicated;
      20. In multiplayer, a connected player in someone else's tank will correctly see the messages from the loader and see the ammo information in the HUD;
      21. The time required for repairing the tank systems outside the service areas is doubled;
      22. The projectiles correctly penetrate the armor if they hit certain extremely thin areas of the object's surface (a rare issue);
      23. Ferdinand: the inverted direction of inclination of the panoramic viewing devices has been fixed;
      24. An SPG AI gunner correctly fires at an invisible target by the order of the SPG commander (using the direction and range);
      25. Fixed the issue where the AI gunner did not follow the commander's instructions to choose the ammo type in certain situations;
      26. Pz-III-M: the KFF 2 binocular periscope is functional (when using the camera selected by LShift + V);
      27. SU-152 commander can't use the panoramic sight when unbuttoned;

      Other changes
      28. Fixed an issue with parts of the canopy and cockpit instruments that could not be restored after repair;
      29. Flare gun and sidearm ammo can be replenished in the reload zones just like other ammo;
      30. SdKfZ 251 and similar vehicles and tanks can function as supply vehicles if set this way in the Mission Editor;
      31. The dawn/dusk fog level has been corrected on Moscow, Stalingrad, Prokhorovka, Velikiye Luki, Lapino and Novosokolniki maps, it appears in the lowlands;
      32. Due to the introduction of the atmospheric haze option, the issue of the dawn/dusk fog blinking near the horizon has been minimized;
      33. The difference in the density of atmospheric haze is minimal when using the minimum (40 km) and maximum (150 km) visibility range options;
      34. For a tank crewmember to recover from the loss of consciousness in the event of powder gases poisoning it is required for the air to become noticeably cleaner (now the loss of consciousness will last longer);
      35. Fixed a graphical artifact at the base of the La-5FN headlamp switch;
      36. Fixed the lack of sound when releasing or retracting the landing gear on I-16 and Ju-88;
      37. Added the Spitfire IX invasion paint scheme.
    • By 76.IAP-Blackbird
      Hello friends,
      As you know, the recently released update 4.006 brought many important and interesting changes. Our work continues and soon we will start to prepare the new update 4.008 that is planned to include P-47D-22 "Razorback" fighter for Battle of Normandy and tank destroyer Sd.Kfz.184 "Ferdinand" for Tank Crew. You may have noticed and wondered why the mission number isn't 4.007? The answer is that we plan to release an intermediate update before that, it will add some important functionality and new features. They will be based on your feedback mostly and will bring some features long-awaited by the community. The update 4.007 is already in beta testing and we hope it will be ready in the coming week. Among other changes it will include 4К quality external texturing by Martin =ICDP= Catney for the legendary Ju-87D-3 from Battle of Stalingrad, here are some screenshots of it:

      Speaking on the update 4.008, which is planned for late June - early July, we have also something to show you already. Another legendary plane, P-47D-22 "Razorback", will begin the Early Access for Battle of Normandy:

      You can discuss the news in this thread
    • By 76.IAP-Blackbird
      Update 4.005  
      Dear friends,

      The IL-2 Sturmovik team is happy to announce that another, very big and important milestone in the evolution of our project has been reached and its result is ready to be downloaded to your PCs. This time the update doesn't bring new content since the development of the new Normandy project is at the very early stage. However, it contains an enormous block of changes paramount for the IL-2 as a combat flight-sim, namely the aircraft damage model and munitions damage calculations. Earlier we have published several Dev Blogs dedicated to these changes, where they are covered in detail and how they affect the gameplay.

      Additionally, the external textures of four previously released aircraft are now available in 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. 4 additional ground vehicles were added to the sim - two ambulances and two fuel trucks. And a new language has been added to the game - Simplified Chinese! Well, at least most of the sim is translated, some parts will have to wait. More on that below.

      But of course, this is not quite all we have done. The change-list contains a whopping 140 changes - this is the all-time record for our project! There are numerous improvements to the aircraft simulation, aircraft models, player controlled tanks (Tank Crew) and artificial intelligence (AI). The causes of several important issues we weren't able to reproduce previously due to their rarity and randomness and thus fix before were finally found and fixed. The full list contains many other improvements and fixes as well. Take a look:

      Main features

      1. MiG-3 series 24 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
      2. Pe-2 series 35 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
      3. Pe-2 series 87 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
      4. Bf 109 G-4 exterior textures, including damage, are in 4K quality now thanks to Francisco =BlackHellHound1= Bindraban;
      5. Binoculars have been added for tank commanders (press LCtrl + 5);
      6. GAZ-55 ambulance vehicle added;
      7. BZ-35 fuel truck added;
      8. Opel Blitz ambulance vehicle added;
      9. Opel Blitz Tankwagen fuel truck added;
      10. New language added - Chinese Simplified (简体中文). The career mode is not yet completely translated since the newspaper articles and some squadron histories and award descriptions are in English (they are not necessary for playing though). The Chinese symbols in the pilot name won’t work sadly due to the technical limitations in the mission file format.

      Aircraft Damage Model Improvements

      11. All aircraft got the new, significantly more advanced version of the airframe damage calculations: each aircraft has its own geometrical sizes of the airframe parts and the material types while the damage calculations take into account the peculiarities of the AP, blast and fragmentation damage;
      12. A complete rework of aircraft skin damage calculations has been done and it now takes into account the projectile caliber or its HE capability: now AP ammo and bullets damage the aircraft skin to much lesser extent than HE ammo while ramming an aircraft with a propeller of another instantly causes severe aircraft skin damage;
      13. Visual hit effects (sparks, splinters, etc.) and sound effects now depend on the material of a hit part of the aircraft;
      14. A one projectile impact won’t erroneously cause multiple (doubling) damage effects on the airframe parts which have several hitboxes;
      15. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts which don’t have their own cracks modeled in 3D visual model (for instance, when shooting at a wing root that should cause a crack in the wing on the aircraft where a crack at the wing base is not modeled) are calculated in more detail;
      16. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts not connected to the airframe won’t damage the airframe (for example, hitting an engine nacelle of a twin-engine aircraft won’t destroy a wing);
      17. The calculations of the energy impulse transfer to an aircraft from a munition it was hit by now take into account the shots that went through it;
      18. Exploding shells no longer damage the airframe by their initial kinetic energy of an intact shell, only by the blast and the kinetic energy of its fragments;
      19. The following visual effects of the aircraft fragments were corrected (turned on when needed and off when not needed): landing gear dust (in the flight), the lighting from landing and navigation lights, guns firing and engine exhausts, smoke from smoke generators and vortex trails from the wingtips);
      20. The found discrepancies between a new and repaired aircraft aerodynamics have been fixed;
      21. A rare issue that could cause the airframe cracks to preserve after repairing has been found and fixed;
      22. The modeling of the combat damage of the piston engine crank gear became more detailed and takes into account the engine type (for instance, the damage of the crank gear of the air-cooled engines happens more rarely than crank gear of the liquid-cooled engines) and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions. The damage of the crank gear can cause the wedging up and seizing up of the crankshaft while the heavy momentary incurred damage can cause the immediate stop of the crankshaft;
      23. It is now possible to damage one or several engine cylinders at once by weapons fire, reducing its power output. Damaged pistons can affect the crank gear and can be accompanied by oil and coolant leaks. The calculations of the incurred damage and leakage values take into account the type of the engine and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions;
      24. The calculations of an engine fire probability from torn fuel lines and oil leaks take into account the peculiarities of the armor penetration, blast and fragmentation effects of the munitions;
      25. The physical model of the engine now differentiates the two types of oil leaks: from the engine and from the oil system;
      26. Only the actual oil leak from the engine now soils up the canopy instead of a general engine damage;
      27. An excessive amount of piston engine shaking caused by the crank gear damage has been reduced;
      28. The calculations of an oil tank or oil radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail;
      29. The calculations of a coolant tank or water radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail;
      30. The calculations of a fuel tank leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail. The fuel tanks leak protection will be taken into account later, when the next level fuel system modeling is finished;
      31. The visual intensity of a fuel, oil, and coolant leaks now corresponds to the actual severity of a leak closer;
      32. When calculating the probabilities of a fuel tank fire and explosion, the different AP, blast and fragments effects are taken into account as well as the amount of the fuel leaking from the tank at the moment. Inert-gas pressurization and other fire countermeasures will be taken into account later when the next level fuel system modeling is finished;
      33. Bf 110 G-2, Bf 110 E-2 and Hs-129 B-2 right engines won’t be excessively damaged by explosion fragments;
      34. P-38J-25: a stabilizer won’t be destroyed by small fluctuating stress loads;
      35. P-38J-25: it is now possible to hit and damage the right engine radiators;
      36. P-51D-15: it is now possible to hit its oil tank and its armored visor is correctly included in the armor protection calculations;
      37. P-51D-15 canopy will appear correctly soiled up by an oil leak both in internal and external views;
      38. P-51D-15 3D-model won’t erroneously show the wing crack;
      39. The landing gear doors on all aircraft are destroyed if landing gear wheels are torn off in retracted position;
      40. Hs 129 B-2: the destruction of the right landing gear door won’t generate the landing gear door debris on the left;
      41. Bf-109 (all series except E7): the loss of the vertical stabilizer and the central part of the horizontal stabilizer is temporarily blocked due to the interdependence of this damage in the 3D model, which makes this point extremely vulnerable to combat damage and causes undesirable results. We will try to move the breaking point above the stabilizer in the future and fix this limitation. Damage to the rudder, elevators and horizontal stabs are still possible and the rudder and elevators can still be detached. And the left and right portions of the horizontal stab can also be lost;
      42. Bf-109 (all series): the mixed up locations where the debris of the landing gear bay doors appear have been corrected;
      43. MiG-3 series 24: the main landing gear bay doors in the wing can also be torn off by an excessive ram air pressure;
      44. Excessive rear hemisphere protection of the Pe-2 gunners from the fragments has been corrected;
      45. Ju-52/3m g4e: the oil level gauges display the correct amount of the oil left even if it is completely gone or after the oil system repair;
      46. Ju-52/3m g4e: first pilot bailing out won’t cause the death of the second pilot and the gunner;

      General Damage Model Improvements (for all objects in the sim)

      47. A complete overhaul of the blast and fragmentation damage, as well as armor penetration damage has been finished, including, but not limited to: correction of calculation errors, calculation speed optimizations, protection of the calculation results for finding possible errors in the initial data;
      48. Insufficient blast damage in case of a very near explosion or inner explosion has been corrected;
      49. The number of fragments hitting an object is correctly calculated basing on the distance to an explosion, including the case of inner explosion;
      50. Now there is a possibility of a ‘stray fragment’ impact when the expectation function gives less than one fragment due to the distance to the explosion (outside the kill area), which is important in a case of multiple explosions;
      51. The armor penetration ability and damage of projectile increases if the resulting impact velocity exceeds the muzzle velocity of a projectile in the reference test data;
      52. The fragmentation damage modeling is made less abstract for all ammunition types: the formation of the fragments, their initial speeds, masses and sizes are calculated and their loss of velocity with the distance traveled is calculated using the modern estimates of their resistance factor and the integration of their movements;
      53. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled;
      54. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced, but a very close explosion is much more effective than before;
      55. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason;
      56. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances;
      57. Engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage;
      58. In a rare case of a direct bomb hit at a turret of a flying aircraft, aerostat or a parachute there won’t be a detonation delay that could cause it to explode at a distance to the object;
      59. The severity of a wound depends on the impact area: a head hit is more critical than a body one while a body hit is less severe than it was before;
      60. The crew members experience less pain shock from wounds and impacts;

      Player controllable tanks improvements

      61. The death of a radio operator now blocks the external communications;
      62. Pz.III-L and T-34 STZ tanks ammo racks now are damageable;
      63.The physical collision model of the Pz.III-L turret now correctly rotates together with the visual model of the turret;
      64. The physical collision model of the T-34 STZ main gun barrel now correctly corresponds to its visual model;
      65. The M4A2 commander’s machine gun can be damaged;
      66. In the event of a catastrophic detonation, the turret flying away from Pz.III-L and T-34 STZ tanks will be visually damaged;
      67. A knocked out machine gun won’t incorrectly cause the death of its operator;
      68. The issue that could result in the destruction of a tank when its main gun and coaxial MG are knocked out has been found and fixed;
      69. Several commands of the tank commander (for example, "Attack ground targets on sight") will work even if the mission script doesn’t include any commands for this tank;
      70. Several non-working technochat messages about turret systems failure and repair (coaxial machine gun, main and backup turret traverse, vertical aiming mechanism, etc.) have been fixed;
      71. Pz.Kpfw.III.Ausf.M, Pz.Kpfw.IV.Ausf.G and M4A2 tracks tension is correctly animated (it was reversed);
      72. The tank radio transmitter failure makes the communication with other tanks of the unit impossible;
      73. Viewing instruments on KV-1s tanks made more detailed;
      74. The issue with KV-1s tracks visibly moving in the opposite direction when accelerating has been minimized;
      75. The casing of the various large systems (engine, gearbox, ammunition) can protect them from shell fragments;
      76. An additional armor sheet on the front hull of the KV-1s is now modeled;

      AI Improvements

      77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics;
      78. The AI pilots of the high-speed aircraft aim better when firing the guns;
      79. A failed bombing run won’t cause an AI-controlled bomber to fly beyond the map borders;
      80. An AI pilot estimates the time required to destroy a ground target better;
      81. The AI pilots won’t try to move the control surfaces of a crashed aircraft;
      82. P-51D AI pilot will always close the canopy before taking off;
      83. Gunners won’t do unnecessary motions when bailing out;
      84. Additional improvements were made in the ground vehicle obstacle avoidance algorithm;
      85. A rare issue that could cause vehicles of a column to move directly North after an emergency stop has been found and fixed;
      86. AI-controlled ground based guns and MGs aim better in heavy wind weather conditions;
      87. 76mm and 77mm AAA of World War I era aim better;

      Visual aircraft models improvements

      88. The bomb control panel on all Bf 109 3D-models is now hidden in the outside view if no bombs are installed;
      89. The right landing gear wheel of the Bf 109 E-7 is no longer visible from a large distance when the right wing is lost;
      90. The Bf-109 G-14 canopy cable looks correct when the canopy is open;
      91. The gap between the bomb holder and Fw 190 A3 and Fw 190 A5 fuselages has been removed;
      92. The gear wheels of the chain drive of the He-111 bomb bay doors are animated now;
      93. The An-4 compass on Pe-2s has a functioning backlight now;
      94. The excessive visibility of IL-2 mod. 1943 at large distances caused by a wrong glare setting has been corrected;
      95. The rear navigation light of the La-5FN won’t be visible from the cockpit;
      96. A damaged LaGG-3 won’t appear to have through holes when zooming out;
      97. The Yak-1b rear wheel trace on the ground won’t visually thicken when zooming out;
      98. P-51D and Tempest radio station bulbs made brighter when turned on;
      99. An incorrect flare visual effect on the P-51D fuselage has been fixed;
      100. An incorrect flare visual effect on the Fokker D.VII wingtips has been fixed;
      101. Left ailerons of Fokker D.VII and Fokker D.VIIF won’t cause visible z-fighting effect;
      102. S.E.5a: a dead or unconscious pilot or gunner won’t clip through a cabin side;
      103. The animation of the 2000-pound bomb M66 impeller has been fixed;

      Other aircraft changes

      104. Another error that could cause the hits on the own aircraft to be not audible in multiplayer has been found and fixed;
      105. When in the cockpit, the player will now hear different sounds when different parts (materials) of the aircraft are hit different types of ammunition (before that, sounds differed only by the type of ammunition and only in open cockpits or in an external view);
      106. The ram air sounds in the cockpits of all aircraft have been re-adjusted, the sound changes depending on the state of the canopy (open or closed) as well as the position of the pilot's head relatively to the windscreen;
      107. The positioning of the engine sounds in the cockpits has been improved as well;
      108. Bf 109 G-6 in-cockpit sounds were corrected;
      109. The issue with the pilots posing in weird ways should be gone now;
      110. Ju-88 top shooter won’t continue to fire when the canopy and the MGs are jettisoned;
      111. It is now possible to shoot a signal flare after opening the IL-2 mod.1943 cockpit;
      112. The trace of an aircraft after a belly landing won’t disappear when zooming in;
      113. Flying Circus planes will correctly show the dust from wheels effect;
      114. P-51D wheels leave correct traces and their dust effects were corrected;
      115. Opened P-51D landing gear bays cause less drag;
      116. Bomb detonator switches are no longer inverted on P-51D;
      117. A-20B, La-5 series 8 and La-5FN: it’s now possible to move the throttle control when it is in the idle position and ‘Engine auto control’ helper is enabled in the options;
      118. FFB vibrations increased during control surfaces buffeting at terminal flight speeds;
      119. Now a crewless aircraft will be removed from the simulation when it stays on the ground for 30 seconds (previously it was removed when its altitude was less than 10 meters and speed less than 10 meters per second);

      Ground and naval objects

      120. Projectiles of the multi-barreled anti-aircraft guns visually appear aligned with the positions of the individual barrels;
      121. Tanks and trucks won’t leave marks on concrete surfaces;
      122. Vehicles won’t create so much dust when moving on concrete and paved surfaces;
      123. TRG_Spawn mission logic element won’t cause the spawned vehicles to have visual effects of a damaged engine;
      124. The issue of random destruction of a train in QMB has been found and fixed;
      125. Simple AI-controlled ground vehicles won’t visibly ‘shudder’ when moving on steep slopes, especially on the Prokhorovka map;
      126. Sd Kfz 251 Wurfrahmen 40 rockets launch correctly visually;
      127. The upper and lower armor of simple AI tanks has been corrected (made more resistant to fragments);
      128. The visual model of a static railway tank has been updated (its frame);
      129. The static T-34 model texture that appears at a certain distance has been corrected;
      130. Railway wagons and locomotives won’t receive critical damage from any first hit;
      131. A graphical corruption caused by G-5 gunboat firing its M-8M rockets has been fixed;
      132. The issue that could make the naval guns indestructible has been found and fixed;
      133. Ships that run aground will stop earlier and won’t display water wake effects;
      134. A random issue with the parachute not completely descending to the ground has been fixed;

      Other changes

      135. VR zoom can be made instantaneous if the default speed gives you nausea - set the value of the vr_zoom_speed parameter to 1 (it is located in the camera section in data\startup.cfg file);
      136. Ricochet sounds and graphic effects were added;
      137. The physical collision models of the European suburban buildings in some blocks on the Arras map now correspond to their visual models;
      138. The trees that prevented takeoff and landing were removed at the end of the strip of the Florennes airfield;
      139. Bailed out pilots can be correctly captured by the enemy in the Bodenplatte career;
      140. MCU_Waypoint mission logic element won’t receive input from other elements when deactivated.
      Please discuss the update in this thread.
    • By NuclearWinter
      Hello Peoples
      First off: Love SF2...and hate to be a whiner and a not figurer outerer myselfer. Not expecting perfection for the money either. And yes have loaded mods.
      With that said, my AWACS isn't working (it flies/no broadcasting) and I did like that. As far as I know, Red Crown was a Vietnam, War thing only. AND other assets participated in the Electronics detection even back then. The AWACS is a nice touch and a change. I have the full 5 2013 level SF2 suite going...yes with mods. Nothing I'd expect to cause this, especially since the RED CROWN is working.
      If I have to, i could try re-installing NA then next the whole shoot'n match if that  dont work. If I hafta...uugg!
      Oh, it WAS working then went back to Red Crown.
      Is there an INI that needs a setting change, something easy???   Would TW reply with an answer???

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