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By 76.IAP-Blackbird
Dev Blog №1
Well — here it is, this moment. We announce to you, dear friends, our new project and our new game world — "Korea. IL-2 Series." From now on and until the release of the game, we plan to publish developer diaries regularly and quite often, in which we will tell you in detail about most aspects of the new flight simulator. In this, the first, introductory entry, we will "go over the top" and outline the main features of the new project.
What is it about?
"Korea. IL-2" immerses the player in a virtual world that recreates the air battles in the skies over the Korean Peninsula from April 1951 to July 1953. Military operations during this time were concentrated in the northern part of the peninsula, and much was decided in the air. These events became a landmark in the history of aviation and military affairs: it was the swan song of propeller aviation (which played a very important role in the Korean War) and the rise of jet aviation. By the time of release, it is planned to recreate no less than 8 player-controlled aircraft — half of them will be jets and the other half will be piston-engined aircraft. The jets will be represented not only by the first "pioneers" of the new era, in which designers and pilots for the first time faced unknown challenges to their skills, but also by the powerful and efficient second-generation F-86A Sabre and MiG-15bis. Piston-engined aircraft will be the quintessence of the era — in the skies of Korea piston aviation enthusiasts will be able to fly the most powerful and efficient machines of this type in history: the F-51D Mustang and F4U Corsair and their Soviet opponents. One of them will be the Il-10 attack plane — where else but in a flight simulator about the Korean War could we pay tribute to the last attack plane of the famous Il-2 series? With improved aerodynamic contours, a more powerful engine, improved flight characteristics, still powerfully armed, and having an armored fuselage — in the hands of an experienced pilot it was a powerful machine.
Who is it about?
In the new project we are recreating the air forces of those countries whose pilots were most involved in the aerial battles: the USA, North Korea, the USSR and China. It is interesting that both the Soviet pilots and the Chinese People’s Volunteers participated under the legend that they were all flying North Korean planes — the identification marks of the USSR and China were painted over by the marks of the North Korean Air Force. In fact, there were air regiments in the command structure of the Soviet and Chinese armies, which will be reflected in the uniforms and equipment of the pilots and the language of radio communication. In the main game mode, the player will no longer be an ordinary pilot, concerned only with individual success in a series of combat missions — now the player will be a commander of an entire unit, and on his shoulders will rest not only the management of personnel, but also the planning of combat missions based on the situation and the management of the unit’s resources — the personnel and aircraft.
What's new?
The new game engine is even more different from Great Battles than Great Battles was from Rise of Flight. DirectX 12, Physically Based Rendering (PBR) technologies, new visualization systems for atmosphere, vegetation, graphical effects, integration of a new version of the sound API, a new GUI engine and design, an evolution of the aircraft simulation physics engine, including a new aerodynamics, systems operation and damage model, a new damage model for ground objects and ships, a new system of decision making and giving orders to AI pilots, a new radio communication system, and, of course, a new qualitative evolution of the main game mode — all this together makes a qualitative leap, not just an evolutionary step. It required a huge investment of effort and resources from us, because for the new technologies all models, effects, sounds, graphical interface — all this had to be created from scratch. In other words — this is not just "a new version of IL-2," no. "Korea. IL-2 Series" is a completely new version of the engine and has completely new content. What's next? Actually, we started the development of "Korea" in parallel with the development of "Great Battles" back in the summer of 2022, and most of the work has already been done. Now we are actively developing the graphical interface and game modes: the development of aircraft has already moved to the stage of creating cockpit models, while the map of Korea is in its final shape and we are already filling it with cities and airfields. The development of dozens of types of ground and sea objects is nearing completion, and the new technological base — engine and tools — is already ready. Most of the development path has been completed, all the parameters of the new project have been defined, and that’s why we can finally announce it with peace of mind and tell you about its features without making promises we weren’t sure we could keep. Thanks for your patience! We will try to keep you updated on what we have already created and how we are progressing during the development cycle until the release.
Dev Blog №1 (il2-korea.com)
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By ProblemChild
I am new to this game but I am loving it and the dynamic campaign is amazing. my only and only problem is that planes just dissapear in the distance, literally just dissapear a short distance a way, around 200 - 500 meters away? not too sure but its very off putting and its clearly an issue for gameplay.
I am using Patch July 2013
Wings over Korea mod
I play on 3840x2160 4K resolution (I'd prefer playing on that) I have extracted the flightengine ini into SF2 Filght folder as well as to the korea folder and made some changes like turned off fade away and increased mesh values, but still to no avail? Anyway to fix this? Its literally the only thing destroying the fun I have with this game.
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By kosmo92
Hello
I have little problem in SF2 North Atlantic in single mission when I select Korea v3 and Cuba Otc terrains I can't change mission year before 1970, is there any fix for that problem?
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By Lacsap
Bonjour a tous . J'ai réalisé de nouvelles textures 1024x1024 pour le superbe terrain Korea Mig-alley de Gepard mais comment peut-on augmenter la distance d'apparition des arbres ? merci pour vos futures réponses !
Hello everyone . I created new 1024x1024 textures for Gepard's superb Korea Mig-alley terrain, but how can we increase the distance at which the trees appear? Thanks for your future responses!
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By yakarov79
View File Royal Meteors. 1944-1970.
Royal Air Force Meteors.
Bunch of Meteors for the Royal Air Force and Royal Navy.
This mod is not to compete with the previous Meteor mods that I was part of. It is just my, different approach.
Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.)
Install:
Copy and paste specific folders into the correct destination.
A fake pilot is required to run this mod. Also, the Thirdwire Meteor cockpit is required from the original game.
Fuel tanks- not to be afraid. Overwrite or just leave it. 100 gal tank is the original TW tank. You can overwrite or just simply do not copy.
175 gal tank also.
Tanks are just ini files. The mod uses tanks that are part of aircraft lod.
Yes, again Meteors.
But I made this revamp to fix what I wanted to fix for some time already in old models..plus a few new things.
So we have 22 different (more or less) aircraft.
F Mk.1 - first 12 production Meteors with Welland I engines. Not all served in 616 Sq at the same time. Some were moved to RAE or Gloster Company for further development.
F.Mk.3 - first 15 airframes with Welland I engine.
F.Mk.3 - equipped with Derwent I engine.
F.Mk.4 - High-Speed Record (Basically F.4 with long span wing from F.3 - Or F.3 with long Nacelles - depends on how you look at it - but serial is listed under F.4) - Anyway, bonus aircraft for speed record in 1945 and 1946.
F.Mk.4 - fighter jet with Derwent 5 engines.
T.Mk.7 - two-seat training jet.
F.8 - represented in mod with 3 variants for the game. First with an early canopy hood. Then bubble canopy and the last one with a large bore engine intake...(mostly serials WK and WL...but at some point, you could have large intakes and early canopy...just a matter of when and where)
FR.9 - fighter recon version in two variants early and late canopy.
PR.10 - photo reconnaissance version
NF.11 - radar night /all-weather fighter
NF.13 - radar night /all-weather fighter with additional equipment for use in hot/tropical climate
NF.12 - radar night /all-weather fighter
NF.14 - radar night /all-weather fighter
NF.14(trop) radar night /all-weather fighter with additional equipment for use in hot/tropical climates mostly prepared for No 60 Sq. But also served within units stationed in Great Britain.
NF(T).14 - training version for Air Navigation Schools - Rebuild from NF.14 - no radar or armament.
TT.20 - target tug aircraft with target sleeve for artillery practice (target sleeve is deployed as bomb bay doors - AI will open doors when approaching target).
U.15 - target/research drone jet based on F.4 Meteor
U.16 - target/research drone jet based on F.8 Meteor
T7(TT) - separate version - target tug with target banner. - Should start in the air in single mission editor - while AI is taking off it will lose the banner on an airstrip.
Tip...
TT.20, U.15, U.16, and T.7(TT) are serving for nation=RAF but privately I have them as RAF-RED for 'training purposes' you can do that too, or screw this at all. Use it for your liking. I do not know how you are going to use those special aircraft...but it is here for general enjoyment.
While RAF did not have in mind using Meteors for a ground attack there was a possibility to equip them with non-guided rockets (F.8 and FR9) or bombs (F.4/F.8/FR.9). So you can do it...but I set primary/secondary mission only CAS and armed recon for FR.9...but you can always edit it your way.
I fixed data files a little - collision points and hitboxes..as the previous ones were quite weird. But I believe that the flight model could be improved for this aircraft. But this is not my cup of tea nor coffee.
All skins are in 4096x4096 format. You can easily resize as needed. Now all Meteors are using the same common color standard. Skins represent all squadrons that operationally used Meteors. Later at some point, after withdrawal many Meteors found some new home as squadron hacks..and could be found everywhere...almost. But those were single examples in specific markings. Those are not included in this mod.
I Made a bunch of decals. Some squadrons have special markings on the fin to represent commanding officer aircraft (usually the correct serial number for a specific year), and some do not. Mostly code letter is generic and do not correspond with real code assigned to serial number. But in a few skin sets it is as it should be. You will see. Explore.
Also, RAF letters folder should be added to the Decals folder I know it is big but it gives slightly better quality with still small file size
All correct serial numbers for every Meteor version. Excluded are numbers that never served within the Royal Air Force or were sold to other countries from RAF inventory.
this gives us 2918 individual serial numbers (I believe that is the number never counted what I did).
There are many reasons why I have made things in this mod the way they are...versions, skins, and decals. A lot to explain but I doubt anyone wants to read about it anyway.
Under no circumstances do not use any part of it with older Meteors done by me and published here in CA.
These new ones have some differences in mapping. Some things were changed, some mapping issues and small thingies. So please do not mess up things.
Credits.
Veltro2k - the original old model of t7
Yours truly - model rework, mambo jumbo like skins, decals, research...
No animal was harmed during the creation of this mod.
Only Italian coffee was used, mod may contain cookie crumbs and nuts.
Seat - all credits to the creator - unfortunately I don't remember who made this seat. I guess the skin was painted by Kulbit.
Pilots - RAF pilot by Geezer another one I have no idea / don't remember who did it. All credit to him/her.
Weapons
RP-3 rockets from Ravenclaw.
This model is designed/checked only to work with Ravenclaw's RP-3 rockets - so there might be some strange positioning in other (stock) rockets.
During the creation of squadron patches, I might have used the wrong crown on squadron crests. (according to the squadron timeframe)Gaffe indeed. All should have St. Edward's Crown but I am aware that some have Tudor Crown. It is not out of ignorance ...Hope this small faux pas can be forgiven.
Have fun.
Report bugs. *
Expect the unexpected.
Live long and prosper.
Jarek Hereda
THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE.
UNDER THE COMBAT ACE MODDERS AGREEMENT
* report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. Not like this mod is using some ancient or extraterrestrial files..
Submitter yakarov79 Submitted 12/17/2023 Category Meteor
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