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
      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/
    • By 76.IAP-Blackbird
      Hello everybody,

      Today we'd like to dedicate our Dev Blog to the tank part of our sim. We attempt not only to create the authentic visual models of the tanks and model their movement, armament, and damage realistically. We also want to create an interesting gameplay, based on historical events, as usual, that will not only entertain you for some time but let you experience what a real tank warfare in a meeting engagement situation was like.

      The air part of our sim started at the great battle of WWII that changed its course and the course of world history, the Battle of Stalingrad. Following this principle, we start the tank part with one of the key tank battles on the Eastern front that decided the entire 1943 campaign - Prokhorovka.

      Beginning the campaign development for "Tank Crew – Clash at Prokhorovka" we faced the fact that a usual, common for flight sims approach just won't work - its unlikely that any single tank crew in July 1943 survived several large-scale engagements in a row (especially a Soviet one) and participated in all key points of the large Prokhorovka battle we'd like to reconstruct in our scenarios.

      Therefore we have decided not to link the scenarios with a personal story of one of the tank crewmen, but concentrate on creating a coherent story about July 6 -17 engagements. The mission briefings will include first-person remarks, but there will be several plot lines. This will allow you to experience the battle of Prokhorovka from several locations and command 2-3 different combat vehicles in the course of one campaign.
       
       
      "Breaking point" (tentative title)
      Soviet campaign

      This campaign will be dedicated to the heroic deed of Soviet tankmen of Rotmistrov 5th Guards Tank Army that disrupted the German offensive at the center of the southern part of the Kursk salient at the cost of their lives. The massive, but poorly prepared counterblow on July 12th stopped the German advance and eventually pushed them back to their initial positions. The later missions of the campaign will cover the subsequent, less known stage of the battle of Kursk on July 13th - 15th at the interfluve of Donets river.

      Timeframe: July 6th - 15th, 1943.
      Controllable tanks: T-34-76 mod. 1943, KV-1s
      Duration: 10 missions
      Average playing time: 5 hours
       
       
      "Last chance" (tentative title)
      German campaign

      This campaign will tell about the operations of the tank units of Army Group South during Operation Citadel. Having breached two army defense lines, German forces reached Prokhorovka as early as at the evening of July 6th and were close to capturing this key area. However, instead of continuing their advance they were forced to defend against numerous Soviet counterstrikes that culminated in the massive battle on July 12th. The second part of the campaign will be dedicated to German attempts to encircle and destroy Soviet 48th Corps at interfluve of Donets river and the forced retreat of the German 2nd Tank Corps to initial positions when the entire offensive failed.

      Timeframe:  July 6th - 17th, 1943.
      Controllable tanks:  PzKpfw III Ausf.M, PzKpfw IV Ausf.G, PzKpfw VI Ausf.H1 "Tiger"
      Duration: 10 missions
      Average playing time: 5 hours 

      To make our feature about Tank Crew – Clash at Prokhorovka more visual, we can show you several WIP screenshots of the new tanks made by our partners - Digital Forms. They are planned to be released in Early Access early next year:
      - T-34-76 mod. 1943 produced by Nizhny Tagyl tank factory #183 in name of Communist International ("Uralvagonzavod") and 
      - Panzerkampfwagen IV (Sd.Kfz.161) Asufuehrung G produced by Nibelungenwerke of St. Valentin
       







      To accompany them, here are WIP screenshots of Prokhorovka map being developed by our mapping team. The new landscape scaling tech has been developed specially for this map - by reducing the total size of the map from 400x400 km to 100x100km we were able to make its heightmap 16 times more detailed. The detailed area of the Prokhorovka map is still in development, but other parts of this map are more polished. We'd like to note that it is suitable not only for tank engagements, but also for aerial ones and, of course, for joint multiplayer battles that unfold both on the ground and in the air simultaneously. To illustrate this, today we can show you the views of Belgorod that is also there:
       



       

      Aaand we are delighted to present you the finished tankmen models. We still need to animate an each crew member in each player controllable tank in the sim, but now you can already see how they will look:
       



       
      You can discuss the news in this thread
×

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..