Jump to content
Sign in to follow this  
76.IAP-Blackbird

Il2 DD Update Dev Blog 186 (P-39 and many updates)

Recommended Posts

Hello everybody,
 
The end of January draws near and we're finishing the BoK development. The new functionality of the coming version 3.001 is being actively tested and debugged, our volunteer beta tester team helps us in this task greatly. This development stage is hard, but it consists of routine work mostly, not very exciting to tell about. However, there is a development which might be interesting for you to know. Andrey =AnPetrovich= Solomykin finished the Yak-7b series 36 flight model but, being the lead engineer, he couldn't just 'make a new plane'. During this work, he implemented many new features which in time may be applied to other aircraft. In addition, while we have a common flight modeling accuracy standard, this time some characteristics were modeled with higher fidelity. Here's the list of Yak-7b FM features:
 
1. Maximum horizontal speed matches the reference data at all altitudes with 1% difference margin (less than 5 km/h).
2. Climb time matches the reference data with 4% difference margin (less than 8 seconds difference lower than 6000 m and less than 34 seconds at higher altitudes).
3. Turn time matches the reference data with 0.5 seconds difference margin.
4. Takeoff and landing speeds with or without flaps match the reference data with 2-3 km/h difference margin (takeoff run accuracy is 10-20 m).
5. Inertial model is congruent with the reference data for all load variants including fuel and ammo mass.
6. Shock absorbers and tire load are congruent with the reference data in all drop tests.
7. New canopy functionality:
7.1 Canopy opening or closing delay after the player input has been corrected.
7.2 It is impossible to open or close the canopy at speeds higher than 600 km/h.
7.3 Canopy damage model and wind sound corrected.
7.4 Moving canopy recoils when it hits the limit.
7.5 Player can repeat the canopy move command if canopy releases from the lock on its own and didn't lock at the opposite lock.
7.6 If a pilot finds himself in an unlucky flip over situation on the ground, it may be impossible to open the canopy.
8. New flaps functionality:
8.1 Flaps pneumatic valve can be set to the neutral position instead of retracting position, making the flaps retract by air flow pressure instead of a sharp retracement.
8.2 An incorrect flaps behavior, while pushed back by the air flow pressure, has been addressed.
9. Pneumatic valves in the cockpit are being turned in an anthropomorphically realistic way since a human hand can't turn something 360 degrees without pauses.
10. Constant speed governor wheel has been slowed down realistically (synchronized with a virtual axis while controlling it from keyboard).
11. Propeller pitch automatically lowers during landing if the automatic pitch control is selected in difficulty settings.
12. Oil overpressure results in an oil leak.
13. Oil and water radiator scoops can be lost due to combat damage.
14. The airframe structural fatigue and combat damage dependencies on the G load have been adjusted.
15. Fuel pressure indicator shows realistic data while the engine cylinders are being primed with fuel during the engine start.
16. Force Feedback effects were adjusted for higher flight speeds.
17. Oil injector functions correctly during engine warm up (if you start a mission from parking).
18. Instruments and switches function correctly with all interdependencies.
19. Correct Venturi tube modeling in UP-1 gyro, KI-10 gyro modeling.
20. Engine start and turning off procedures fully correspond to the pilot's manual.
21. Landing gear bays and flaps affect flight dynamics correctly in all possible landing gear and flaps combinations (including flaps being lost).
22. Neutral virtual flight stick position corresponds to the real joystick flight stick position for FFB and regular joysticks (taking into account the elevator trim and fixed trim tabs).
23. Aircraft balance changes correctly in an event of fins or fins control rods loss for FFB and regular joysticks (taking into account the fixed trim tab position on the left aileron and both elevator trim tabs).
24. Fins with broken control rods correctly re-orient themselves when the air flow speed drops, affecting the FFB neutral position.
 
While working on Yak-7b, Andrey was also able to add these features and corrections to other aircraft:
 
1. Radio compasses on all planes work only when powered and show correct readings when switched on or off and when the beacon signal is lost or acquired.
2. An aircraft can no longer explode when 'Unbreakable' difficulty option is selected.
3. These aircraft can't be damaged anymore with 'Unbreakable' difficulty option selected:
- Bf 110 E-2
- Bf 110 G-2
- He 111 H-6
- He 111 H-16
- Ju 88 A-4
- Ju 52 3mg4e
- IL-2 mod. 41
- IL-2 mod. 42
- Pe-2 series 35
- Pe-2 series 87
4. 'Unbreakable' difficulty option: flipped over MiG-3 and Hs-129 B2 turn back to a normal position.
5. 'Unbreakable' difficulty option: turning back a flipped over aircraft happens correctly and there are no artificial oscillations that could happen when an aircraft lies on its belly.
6. When a plane or its fragment hit a concrete, ice or packed snow surface, dust or snow cloud effects won't be shown.
7. Loss of smaller aircraft fragments won't be accompanied by a dust cloud visual effect.
8. Damage modeling artifacts have been fixed (i.e. sudden breakage of damaged aircraft parts in a resting state).
9. Lost canopies fall off from a correct place on an aircraft.
10. Lost canopy and other parts of Bf-109 Е7 correctly affect its aerodynamic characteristics.
11. Oil viscosity changes correctly with temperature, resulting in faster engine failures when the oil is overheated.
12. Constant propeller speed governor R-7 control wheels were made slower according to reference data. These governors were installed on the following aircraft:
- IL-2 mod. 41
- IL-2 mod. 42
- IL-2 mod. 43
- MiG-3 series 24
- Pe-2 series 87
- Yak-1 series 69
- Yak-7b series 36
In addition, for all these planes (if 'Engine auto control' difficulty option is selected) the propeller pitch is automatically lowered when instrument speed drops and the landing gear is released (to help in a situation when an urgent go around procedure might be needed).
 
As usual, here are some visual pics to compensate that wall of text above. Here are P-39 official painting schemes:
 
15.jpg07.jpg 
02.jpg 03.jpg
04.jpg 05.jpg
06.jpg 00.jpg
08.jpg 09.jpg
10.jpg 11.jpg
12.jpg 13.jpg
14.jpg 01.jpg
  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By 76.IAP-Blackbird
      Hello everybody,
       
      The time has come to tell you more about the historical timeframe of Battle of Bodenplatte.
       
      As we said in our previous Dev Blog #192, we're making all four different seasons for this map. Some might think that we'll model only 1-2 days of the actual Bodenplatte operation when the Luftwaffe made the all-out attack on the Allied airfields near Brussels and Antwerp. However, our “Battle of” series is much more than that! The Career mode for this new theatre of war will last from September 17th, 1944 to March 28th, 1945 – 188 days of war in total.
       
      Historically, 11 significant engagements took place in this area during the given timeframe. In the Career mode, you'll see your area of operations, mission types, acting air force units, their home airfields and other details that correspond to the historical data. You'll be flying in and around many famous operations and battles. Of course, we can’t model every skirmish or battle on the ground, but we will have an exciting Career spanning this later stage of the war when the Allies were fighting their way into Germany. 
       
      Operation Market Garden (September 17 – 26, 1944)
      Battle of Aachen (October 2 – 21, 1944)
      Battle of the Scheldt (October 2 – November 8, 1944)
      Operation Queen (November 16 – December 15, 1944)
      Operation Watch on the Rhine (December 16 – 25, 1944)
      Allied Counter-Offensive (December 26, 1944 – January 25, 1945)
      Operation Bodenplatte (January 1, 1945)
      Operation Veritable (February 8 – March 10, 1945)
      Operation Clarion (February 22 – 23, 1945)
      Operation Grenade (February 23 – March 10, 1945)
      Operation Plunder (March 23 – 28, 1945)
       
      As said above, we won't be able to recreate these ground operations in super detail, but the overall situation, mission tasks, home airfields and mission targets will change as they should historically just as you experience with Stalingrad, Moscow and Kuban. This, along with the corresponding features of the Career mode like pilot biographies, squadron histories, newspaper articles, videos, squadron rosters, medals and rank progression will create an authentic experience of flying on the Western Front during the late war period. The whole timeframe will be divided into 5 chapters:
       
      Chapter 1: Fighting in Holland (September 17 – October 1, 1944)
      Chapter 2: Autumn Offensive (October 2 – December 15, 1944)
      Chapter 3: Battle of the Bulge (December 16 – 25, 1944)
      Chapter 4: Allied Counter-Offensive (December 26, 1944 – February 7, 1945)
      Chapter 5: Battle of the Rhine (February 8 – March 28, 1945)
       
      To create this new theatre of war, a thorough research will be done on where the units of both sides were based, their tasks and what aircraft they used day by day. Two new award systems for the US and Great Britain are to be created from scratch, as well as the late war pilot models for Luftwaffe, RAF and USAAF along with their chutes. The Newspaper articles is a huge task on their own and takes several months to complete. If you’d like to help with this contact Jason. We also plan on making additional mission types for this unique location and timeframe. All in all, this will be a lot of work for us, but progress is already being made. For example, we have finalized the map boundaries and the airfield locations. This map is bigger than we initially planned (flyable area is 401 x 324 km - it is 129.900 sq.km) and several compromises will have to be made to make it a reality. It will stretch us to the limit of what is possible in our development schedule, but as with our other maps it will be really cool when it’s done. 
       

       
      You can discuss the news in this thread
    • By 76.IAP-Blackbird
      Hello everybody,
       
      There are holidays at the beginning of May in Russia, but to this day we have managed to release the important 3.002 update and its hotfixes. Moreover, we have found a temporary solution for our Russian customers who were affected by the recent mass blocking of the Amazon IP addresses (we use its web services). While one part of the team has been working on the update, others have continued the development of our next big project - Bodenplatte. For instance, we have reached an important milestone in the development of the new map. Evgeny Isaev, our lead landscape and game world artist, has this to say:
       
      It's important to note that the new map will be special and different (once again!). The set development time limits force us to find the ways to optimize our work, simultaneously increasing the quality of the landscape. This means we ought to implement new design methods, namely using digital geodata (with required historical corrections) instead of drawing by hand. This way we can save time, but increase the accuracy of the resulting map.
       
      At the moment, we already have the map with height data, rivers and forests. The result is not final, but it required a lot of work already.
      Now we're working on the settlements. It is possible that we'll increase their number in the course of development, but we'll make the decision when we have the major towns and smaller settlements ready. The airfields list is ready and we have collected enough information to make them. In addition, we have a general concept of how we'll texture the landscape for different seasons, but we'll give it a bit more thought.
       
      It is said than one picture is worth a thousand words, how about fourteen:
       









      You can find it here
      https://forum.il2sturmovik.com/topic/168-developer-diary/?page=5&tab=comments#comment-611219
    • By 76.IAP-Blackbird
      Hello guys,
      after the release of 3.001 of Il2 Series, there is a good in depth review at Stormbirds. For all who is interested in an up to date and very detailed WW2 sim, should read it and maybe, try it out. 

      I hope you guys enjoy the reading and if you have any comments or questions, just post them below. I will read them all.

      https://stormbirds.blog/2018/04/11/il-2-battle-of-kuban-in-depth-review/

      Have fun and have a nice weekend

       
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..