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Dev Update 176 and bellow you can find the earlier update 175, why?! Why not
 
if you want to see the larger pics bellow, simply click on the link below :biggrin:  Im leaving now for two weeks and maybe i will be able to post some updates. Hope you enjoy it and have fun reading it! Some comments would be nice, if you like those devblogs or not
 
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Hello everybody,
 
another week has passed and we have interesting IL-2 news for you once again. First of all, our programmers started the work on the next new gameplay mode: Cooperative. In the start, this mode will include new multiplayer server type, where a player will have to choose an aircraft in a scenario mission. The mission will start once enough players have joined and confirmed they are ready. The aircraft not claimed by human players will be controlled by AI, so the mission will proceed as it was designed even if the server isn't full. The mission scenario could be nearly anything you could think of - scripting allows a mission designer to create almost any combat situation. Moreover, the multiplayer branching campaigns will be possible, when a mission outcome decides which mission to load next. Judging by what the =DED= squad has made possible so far on their server, dynamic scenario campaign will be also doable.
 
Our preliminary plans for the next year include improving not only the new Cooperative but also the existing Deathmatch multiplayer modes by giving the players more convenient means to socialize, offering a more informative, visual and convenient way to select and join a server. We'll be able to tell you more later when we set these plans in stone. For now, we can say that our post-2.012 changes include a ton of changes and additions already and we'll be telling you about them as they mature, in the each Dev Blog. This also means that this time the waiting for the next update will be longer than usual, so please bear with us - we're certain that your patience will be rewarded with the new neat stuff that will be in.
 
To make this Dev Blog a bit less dry, here are some WIP Aircobra screenshots - you can already see it in the game engine. This one is going to be really interesting and we'll tell you about it in detail in our next news update.
 
22550414_1457085854369268_16325031151037
22496205_1457085834369270_81122348878305
22538740_1457085837702603_32253864109829
22548638_1457085937702593_53418631179776
 
And some WIP rain effects
 

 

 

 
 
Dev Blog 175
 
Hello everybody,
 
the month of surprises continues and today we present you a new kind of them - instead of a new plane it will be a new tech. Our lead programmer and lead landscape designer were developing new stuff for a couple of months already: it will allow us to make the visual image of the sim drastically more realistic and modern looking in the next update. Their main task was increasing the rendering distance of the terrain almost four times, from 40 to 150 kilometers, and they completed it successfully.
 
This task automatically brings several smaller ones with it in tow: increasing rendering distance of the clouds and making them more diverse, improving the air haze, the horizon, making additional, simplified landscape beyond the map borders since you can see so far now and so on. Ofcourse, one of the main objectives was to not allow significantly FPS drop appear due to this new feature, and we succeed in this. For example, today's discussion on how the new haze should look was so tense and spirited you won't believe it, with many members of the team participating - producer Jason Williams, lead programmer Sergey Vorsin, lead landscape designer Evgeny Isaev, lead physics engineer Andrey Solomykin, build manager Andrey Dineev, physics engineer Roman Kovalenko and yours truly Daniel Tuseev, of course :) .
 
You can see the current result of the work on the following screenshots that were taken during daytime at 5000, 2000, 500 and 100 meters altitude. This improvement will get rid of likely the last important thing our engine lacked in comparison to our competitors, and now it looks like we're taking the lead instead. Otherwise, our graphics engine is hands down the best among the combat flight sims. But we won't stop at this, that's for sure, we'll move forward!
 
new_1.jpg old_1.jpg
new_2.jpg old_2.jpg
new_3.jpg old_3.jpg
new_4.jpg old_4.jpg
new_5.jpg old_5.jpg
 
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This package is one of the best - 'BAD ASS' WWII air combat sims available - BRAVO IL2 Sturmovik Team!  keep up the good work.

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Yes and those nice effects and graphics, it just feel right! And you get more for your money than with DCS for the one who doesnt want to klick the pit. It is about flying, not studying the plane internal systems :drinks:

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    • By 76.IAP-Blackbird
      News, put together by Stormbirds

      IL-2’s Lead Producer, Jason Williams, revealed plenty of new information today in a post on the IL-2 forums with plenty of far reaching details on the release order of content coming to the IL-2 series including some surprise changes to the order of new materials.
      There has long been speculation on the order that content will release in for IL-2: Battle of Bodenplatte (not to mention Tank Crew and Flying Circus). In the post that went up a few hours ago, we’ve learned about each of the three titles and what content is releasing and when.
      Me262 coming sooner than expected
      Though long thought to be the last aircraft to be released, 1CGS has apparently made tremendous strides in getting the required flight model changes and jet engine modeling inserted into the engine – to that point that the Me262 will now release alongside the FW190D-9.
      That means that the FW190D-9, already well known to be coming next, will come with the Me262. That is incredible news and a change of plans from 1CGS on release order compared to what we previously knew.
      Here’s the new order:
      Me-262 and Fw-190 D-9 P-51D B-25 (AI) Tempest Mk.V P-38J Excitingly, the P-51D is next in the line-up but it does mean that we’ll be waiting for a while yet for another two highly anticipated types: the P-38J and the Tempest Mark V.
      Tanks will be coming in larger packs
      Eight more tanks are coming in 2019 for Tank Crew – Clash at Prohorovka. While the tanks themselves have been well known for over a year now, the actual release order has been only guessed at based on what we’ve seen from the work in progress images.
      The next release for Tank Crew will include:
      M4A2 PzKpfw IV Ausf.G T-34 model 1943 PzKpfw III Ausf.M   Following that, a second release will include:
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      Two additional vehicles will be offered as Collector Vehicles (like Collector Planes) and they are:
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      One thing is certain and that is Tank Crew will be growing immensely from its currently very early access state into a complete package over the coming months.
      Flying Circus aircraft still to come
      We already knew that the Fokker D.VII and D.VIIF were coming alongside the Sopwith Dolphin. From there we were only making educated guesses, however, according to Jason Williams, the order will go as follows:
      Fokker D.VII and D.VIIF and Sopwith Dolphin Albatros D.Va and S.E.5a Bristol F2B and Halberstadt CL.II and CL.IIau Flying Circus has four aircraft that have helped prove and cement the concept of bringing Rise of Flight’s aircraft to the next generation of the Digital Warfare engine – letting people experience VR WWI air combat and enjoying the benefits of years of development on the series’ engine. The rest of the aircraft line-up will help further sell the concept I think – and it leaves me hopeful for a future Vol 2 follow-up too.
      Map release order too
      We now have information on the release order for the new maps coming as well.
      Bodenplatte Map Arras Map Prokhorovka Map Last in the order is the recently revealed Prokhorovka map which is interesting because we’ve seen this map in development while the Arras map for Flying Circus has not yet been seen in work in progress screenshots.
      Many months ago we saw the first images of the Bodenplatte map followed up by images of new city layouts that would help the 1CGS team quickly populate the largest (and most densely packed) map in the series’ history.
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      And those other features
      Sometimes I think we get so caught up about seeing our favourite aircraft or tank added that we sometimes forget that the thing that helps propel all of this along are those “other features” that are so essential to making something like the IL-2: Great Battles Series compelling.
      1CGS has no shortage of that planned.
      Bodenplatte Career Bodenplatte Scripted Campaign Another Payware Scripted Campaign or two from 3rd Parties Tank Crew Scripted Campaigns American and British Radio Calls Air/Field Marshal Feature Object Viewer New MP Lobby  (Fingers crossed, this one won’t be easy)  PWCG Online Co-Op Campaign (Go chew on Pat about this)  and hopefully many other tweaks and fixes etc. as we go along. Things like a Career we’ve come to expect from the 1CGS team who delivered that feature in March of 2018 and which has, in my mind at least, transformed the single player experience. Other things like the Air Field Marshal and a new Multiplayer Lobby have the potential to be game changing for the multiplayer experience.
      We’ve got a lot to look forward to in the IL-2 series this year and I think we’re in for another transformative year for IL-2: Great Battles. And who knows… 1CGS always has a few surprises rolled up their sleeves.

      Original source
      https://stormbirds.blog/2019/01/15/new-2019-il-2-great-battles-content-release-info/
    • By 76.IAP-Blackbird
      Hello everybody,
       
      So, this is the end of 2018. It was a very interesting year for us, it brought many new, but long-awaited changes and improvements to the project. Almost 500 points were listed in the update changelists in total and there were more minor, unlisted ones which are impossible to count. All this combined upped the quality of the sim to a new level. And right now we continue the development of our three Early Access projects: Battle of Bodenplatte, Tank Crew - Clash at Prokhorovka and Flying Circus Volume 1.
       
      For the main project, Bodenplatte, we're working on several new aircraft at once. Having completed the implementation of the air compressibility and significant improvements to the damage model (they are already in the public version of the sim), our Lead Engineer is creating the physical model of the jet engine for Me 262. Of course, this work opens up the possibility to widen our aircraft pool in the future.
       
      Our partner Ugra Media makes the new WWI aircraft for Flying Circus - Fokker D.VII, Fokker D.VIIF and Sopwith Dolphin. They'll start the work on the Arras area map (1918) soon.
       
      The new tanks for Tank Crew that are being made by our partner Digital Forms are more than half complete already: M4A2, T-34 mod. 1943, PzKpfw IV Ausf.G and PzKpfw III Ausf.M. Meanwhile, we're making the map of the southern part of the Kursk salient ourselves. Soon we'll be able to tell you more about the tank commander and tank platoon commander functionality which will be the backbone of Tank Crew gameplay. 3D models of Soviet and German crewmembers are ready and will be added to the sim as soon as their animations are complete. The scenarios for two, German and Soviet, tank campaigns are ready, so soon we'll start to make the missions themselves. The detailed buildings tech that includes higher detailed 3D models and the physics of their destruction is nearly finished and we had a bit of time to make this short video for you:
       
       
      To complete this Dev Diary, we'd like to show you some screenshots. First, here is the finished Fw 190 D-9 cockpit. Also, the community enthusiast Martin =ICDP= Catney upped default and official P-47 skins to 4K quality:
       


       


       
      Our team wishes you Happy New Year and Merry Christmas. We wish you happiness and fulfillment of all your dreams in 2019!
       
      You can discuss the news in this thread
    • By 76.IAP-Blackbird
      Update 3.009
      Dear friends,

      Trying to squeeze in more functionality, new content, improvements and additions for you before the holidays, we've prepared another update 3.009. This time, the main feature of this update is the new content: Collector Plane, famous Soviet light bomber U-2VS. At the moment it can be used in QMB and multiplayer modes, but we'll add new Career mission types especially for it (Stalingrad and Kuban ToWs) next month.  



       
      There are two new scripted campaigns available. One made by =BlackSix= happens at Stalingrad after 'Blazing Steppe' and continues the story of the German pilot that started in '10 Days of Autumn' campaign, while another made by =Gambit21= is dedicated to A-20 squadron operating in the skies of Kuban.
       

       
      As usual, the update also brings numerous improvements and additions, upping the overall quality of the sim:
       
      1. New Collector Plane U-2VS;
      2. New scenario campaign 'Fortress on the Volga' by Alexander =BlackSix= Timoshkov;
      3. New scenario campaign 'Havoc over the Kuban' by =Gambit21=;
      4. New Career mission "Troop concentration night bombing strike";
      5. New Career mission "Enemy airfield night bombing strike";
      6. New Career mission "Railway hub night bombing strike";
      7. New Career mission "Supply dump night bombing strike";
      8. New Career mission "River crossing night bombing strike";
      9. Our community enthusiast =BlackHellHound1= remade all outer textures of Bf 109 F-2 (main texture, bump, specular, damage) and made historically accurate skins for it in 4К;
      10. Three new skins for Fokker Dr.I;
      11. Two new skins for SPAD 13.C1;
      12. The delay, when a new player connects to a server, has been minimized for other players;
      13. Projectile hits at turret gunners now calculated properly (they weren't counted properly before);
      14. 76 mm APHE rounds won't erroneously damage the internal components without penetrating the armor;
      15. P-47D-28 skin damage has been corrected (increased);
      16. Airfields surface on Velikiye Luki map has been flattened;
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      18. Visual propeller damage corrected on Ju-52 (previously damaging the right propeller would visually damage the left one);
      19. Inability to start a new Career from an old one (lack of available units) has been fixed;
      20. After spending all ammo of one kind in a tank the interface won't erroneously show the full ammo;
      21. Escape menu works correctly even if there are no vehicles in the mission;
      22. Wrong waypoint labels corrected in scenario campaigns;
      23. Mission briefings text rendering corrected in scenario campaigns;
      24. The random mirroring issue of a pilot portrait in Career has been fixed;
      25. Creating new Career in Stalingrad ToW has been fixed for certain units;
      26. An issue of jumping reflections in the water caused by mirrors has been fixed;
      27. Vehicle pathfinding issue that could cause slow performance loss has been fixed;
      28. Formation movement AI on land and water has been improved - the leader won't slow down if it is possible;
      29. Collision detection routine improved (the detailed tanks shouldn't twitch in certain situations anymore);
      30. Formation movement has been improved overall;
      31. The bug that caused AI pilots to miss ground targets has been fixed;
      32. AI checks the altitude in a downward spiral maneuver;
      33. Bombs and rockets equipped AIs should correctly engage ground targets in QMB;
      34. Modifier object: it is now possible to assign negative values to a counter. Both the current value and trigger threshold can be set for a timer;
      35. Timer: when a new trigger signal is received, the timer resets;
      36. Modifier and timer: parameter index 0 now controls the current timer value while parameter index 1 controls the timer threshold;
      37.  Modifier and timer: timer can be reset and stopped by parameter index 0 and value -1;
      38. Fw 190 A-8: canopy raindrops added for Sturmjager modification;
      39. Fw 190 A-8: windshield cleaner corrected for Sturmjager modification  ;
      40. Fw 190 A-8: too dark materials corrected at some places;
      41. Fw 190 A-8: rocket control box decreased in size;
      42. Fw 190 A-8: pilot model holds the control stick;
      43. Bf 109 G-14: pilot model holds the control stick.
       


       


        Please discuss the update in this thread.
    • By 76.IAP-Blackbird
      Update 3.008  
      Dear friends,
       
      We spent the two weeks since the previous release on intensive work on important aspects of the project. In the not-too-distant future, we'll be adding some huge new features for our Early Access titles, so we've decided to take some time and concentrate on several smaller, but important and long-awaited improvements and create this update.
       
      The main feature of this release is revised airframe damage modeling - an important part of the damage system. Airframe damage system was completely overhauled to take into account additional parameters. The damage modeling as a whole was tuned and improved and bugs fixed - you can read the entire list below.
       
      There is large amount of changes and improvements in aircraft systems, their model and the AI. We added the new British pilot model to the sim and all Bodenplatte and Flying Circus pilots can now take their oxygen masks and goggles on and off. Multiplayer improvements also continue since the last version too. There are new performance optimizations for sea maps. Users who encountered stutters using Microsoft Force Feedback joysticks and TrackIR now have an option to tune FFB effect polling frequency using the additional setting in startup.cfg file.
       
      For mission designers we added a way to control Timer and Counter values dynamically. To do this, there are two new logical objects Modifier: Add Val and Modifier: Set Val. We plan to widely use them to alter various triggers in the future, but at the moment they can be used for:
      - modifying a Timer trigger value. A modifier can set, add or substract the time value in a timer by using the 0 index of the controllable value and 1-st field of the value vector. When set to a negative value, the time counter is reset and the timer stops until the next input. For example, this can be used to reset and stop a timer in a mission, delaying some events tied to it.
      - modifying a Counter trigger value and threshold (initiall set in a mission). To alter a Counter value, use the 0 index of the controllable value or alter Counter threshold using the 1-st index. For example, a certain mission event like a premature elimination of some targets can lower the threshold of a Counter to make sure the others are eliminated at the moment the player arrives to the waypoint.
       


       
      Main features:
      1. Late war British pilot added to Spitfire Mk.IXe;
      2. New control elements added to mission logic (useful for mission designers): "Modifier: Add Val" and "Modifier: Set Val". They can alter the values of other logical elements - Counter and Timer (when used with a Timer object, Set Val can input a negative value to reset and stop a Timer);
      3. Force Feedback joystick owners who experience stutters can alter the new value in startup.cfg that governs the maximum frequency of FFB effects polling to try to eliminate them (update_freq parameter in [KEY = force_feedback] section can be set to a value from 0.5 Hz to 10 Hz, example: update_freq = 10.0);
      4. Additional renderer optimizations for sea maps (Kuban, Bodenplatte in the future) allowed to boost performance on such maps even more;
      5. AA searchlights now can follow Attack Area command which can be used to limit their search area and/or use them as visible beacons (useful for mission designers);
      6. Multiplayer: 'allow other players to man stations' option now saved;
      7. Multiplayer: various issues like statistics 'freezing', inability to start a mission, kill messages disappearing were fixed for high-load servers;
      8. Multiplayer: missing AP hit sound effects and some other sounds restored;
      9. A rare crash that could happen in high load situations like joint air-ground engagements with many units has been fixed;
      10. keep_binary_log = 0 option in startup.cfg correctly removes binary logs from the game folder on exit;
      11. Career: mission area correctly set while escorting transport planes in Stalingrad TOW;
      12. Incorrect navigational markers won't be shown in a mission without player aircraft;
       
      Damage model improvements:
      13. P-47D-28, Yak-7b and Spitfire Mk.IXe wings made less fragile when damaged;
      14. Aileron control rods correctly damaged when Yak-7b, P-39L-1 or P-47 wing is damaged;
      15. An overdone HE explosion effect on the primary structure of an aircraft has been reduced.
      16. Damage calculations of the airframe take a hit angle into account;
      17. Damage from direct hits and explosions on the skin and control rods has been tuned;
      18. Minor visual damage correctly appears after a first hit;
      19. The visual damage of a cockpit glass correctly appears after a first hit there;
      20. Ju-52 instruments can be damaged now;
      21. Aircraft primary structure won't erroneously receive double damage in case of hits on the internal components like fuel tanks, engine, radiators, etc.);
      22. Airframe sturdiness tuned for all aircraft;
      23. Armor of the internal components corrected whenever it was wrong;
      24. P-47D-28 wing damage corrected (wing loss is preceded with a wing crack);
      25. A weapon won't fire if its ammo supply was lost with a wing part;
      26. Fuel tank fire probability corrected for Flying Circus aircraft;
      27. Ammo detonation effects differ visually depending on the explosion power;
       
      Aircraft improvements:
      28. Bodenplatte pilots put on and remove oxygen mask when needed;
      29. Bodenplatte and Flying Circus pilots put off their goggles on parking;
      30. Ignition box cover animated on Pe-2 series 35;
      31. CB panel cover animation corrected on Fw-190 A3/A5/A8;
      32. Gunner folding seat animation corrected on Ju-88;
      33. Bendix course detectors animations corrected;
      34. Dead pilot model position corrected on Pfalz D.IIIa;
      35. Bf 109 G-2 cockpit lamp corrected;
      36. P-47D-28 visual wing crack corrected;
      37. Visible projectiles at high aircraft speed appear correctly;
      38. MK-108 fire sound corrected on Bf 109 K-4;
      39. Fuel tank fire effect corrected on Flying Circus planes;
      40. Ejected cartridges correctly appear in multiplayer;
      41. The maximum number of ejected cartridges corrected based on real time instead of a simulated one;
      42. In multiplayer, all visible projectiles appear from gun muzzles instead of aircraft center;
      43. Visible gun convergence corrected in multiplayer;
      44. The delay between pushing the fire trigger and experiencing the gunfire FFB effect has been reduced.
      45. Pfalz D.IIIa performance corrected;
      46. Sopwith Camel description corrected;
       
      AI improvements:
      47. AI pilots correctly perform Chandelle maneuver;
      48. WWI AI pilots won't 'stuck' flying forward;
      49. AI pilots evade ground even better;
      50. Conditions for attempting vertical maneuvers corrected for all fighters;
      51. AI pilots will bail out of aircraft with cracked wings or fuselage instead of trying to fight;
      52. WWI AI pilots open fire sooner;
      53. WWI AI pilots maneuver more aggressively;
       
      GUI changes:
      54. Starting altitude won't reset in QMB;
      55. Flare gun indicator won't be shown after restarting a mission in external view;
      56. Flight frequency option in Career corrected;
      57. The wrong message about timescale won't be shown on mission end;
      58. Interface music can be turned on when interface sounds are turned off;
      59. Airfields are correctly shown after changing the current chapter in Career;
      60. Previously selected modifications correctly shown in QMB.
       

        Please discuss the update in this thread.
    • By 76.IAP-Blackbird
      Original Message is from ShamrockOneFive posted over at Il2 Forums. It was posted in April, but right now it is a good time to reread it and maybe, buy it as an xmas gift for yourself 


      Hey folks,
       
      I spent some serious time with IL-2: Battle of Kuban and particularly with patch 3.001 before I started to write my review. I decided I wanted to write a review for new players coming in or old players that were used to IL-2: 1946 so that they would have an idea of what this series is all about. I didn't want to hide the few warts that the series still has but I also wanted to put them in context of all of the great things that it does so well.
       
      At a little over 4,500 words I think I've captured nearly all of my main thoughts and feelings on the recent final release of the title and I try and cover as much ground as possible. This review isn't so much for you guys as it is for new players coming in. In short, I think IL-2: Battle of Kuban is a crowning achievement for 1CGS and one that points towards a very bright future for the series.
       
      https://stormbirds.blog/2018/04/11/il-2-battle-of-kuban-in-depth-review/
       
      Thanks for reading and I hope you enjoy the review!
       
      https://forum.il2sturmovik.com/topic/35878-il-2-battle-of-kuban-in-depth-review/
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