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Dear Friends,

 

Today I would like to tell you about what we plan for Flying Circus – Volume One and show you some WIP screens of our first two aircraft which are ready for Early Access release this month! But first let’s take a minute and talk about how we came to make Flying Circus and the challenges that we face in developing it.

 

Of course, Flying Circus is going to essentially be our spiritual sequel to our ground-breaking WWI simulator Rise of Flight: The First Great Air War. ROF was the first product we ever made and over the course of several years we greatly expanded its content and created some really cool features for it, many of which were ported or updated to work in Sturmovik. We have not lost our affection for WWI and we have always hoped to be able to bring WWI combat to our updated Digital Warfare Engine. 

 

When we eventually ended work on ROF and shifted our focus to WW2 many WWI fans were disappointed. At the time, we had no intention of abandoning ROF or her fans, but the requirements for WW2 overwhelmed us and we had no resources to manage two projects at the same time and the technology we developed for WW2 was extremely difficult to retrofit back into our WWI engine without causing major delays to Sturmovik. Retrofitting WWI would have required an entirely new team of developers that we could not afford. So, we marched forward with WW2 hoping to someday find a way to come back to WWI and do a sort of parallel development. That opportunity has finally become available thanks to some creative planning and so we decided to create Flying Circus – Volume One with the help of our friends at Yugra Media. Yugra employees have been training with our team learning how to re-build our WWI content and make maps with our current technology. This has taken several months already, but our plan is to get WWI up and running as quick as we can and get WWI content brought up to our new standard. We hope to generate new revenue to fund more WWI development and general development of the common engine which benefits all of our products. We also wanted to give WWI fans something to cheer about after a long drought of development.

 

Now it should be said that trying to bring all content and features of ROF to Flying Circus in one fell swoop is impossible. This will be a marathon, not a sprint and new features or old features found in ROF will take time to make in the current engine. Bringing WWI to our current engine which has been re-worked and modified for WW2 is a big challenge and some things can be ported relatively easily and others require all new work. As with Tank Crew, several months of work behind the scenes has already taken place laying down the foundation to support Flying Circus. This will take much time, but we will endeavor to make Flying Circus just as awesome or even more amazing than ROF ever was. However, for that to happen we need your support!

 

Both Flying Circus as well as Tank Crew are experiments and first steps in working with qualified and trained third parties on new content and gameplay features that users have asked for or we feel have potential to help our overall cause. Our team is still small, relative to our competitors and we are still a self-sustaining team. Meaning, we sink or swim on our own, there are no bailouts if we fail regardless of who our benefactors have been in the near past. So, if you like anything about Flying Circus please support us by buying a copy. We want to make WWI great again inside the Sturmovik universe. 

 

So now that you know the background of how Flying Circus came to be, let’s take a look at the actual product. 

 

As you have previously read in other announcements here are the planes that will be included in Flying Circus – Volume One. We have decided to choose a plane-set that represents the period of April-May 1918. This period offers some great planes that will provide lots of fun match-ups. 

 

Planes:

 

Spad XIII 
Sopwith Dolphin 
Sopwith Camel
RAF S.E.5.a
Bristol Fighter 
Albatros D.Va 
Fokker Dr.1
Fokker D.VII
Pfalz D.IIIa
Halberstadt CL.II.

 

The first two planes off the assembly line and into Early Access will be the venerable SPAD 13C.1 and the Fokker Dr.1 triplane! 

 

All of the planes in Flying Circus have their roots in ROF, but the models have been re-worked by Yugra Media to be brought up to our current visual standard. That means improved mesh and new 4K textures. 

 

Map and Technologies

 

Included will be a map that is approximately 100 km x 100 km that has is generally centered on the Arras sector of the Western Front. The map will include towns such as Arras, Cambrai, Lille, Amiens and St. Quentin and the dreaded No-Mans-Land along with several airfields to fly from. This map will be created using all our latest map making technology that is found in current IL-2 Great Battles products. It should make WWI a much more beautiful experience scenery wise. Matter of fact, Flying Circus will benefit from all current and new technologies in our updated engine. This means more than the graphical updates, but also improvements to AI and of course our amazing VR support is included! The difference from ROF will be quite remarkable.

 

The plan is for future volumes of FC to include larger maps like we had in ROF. Exactly how big, is yet to be determined.

 

For us to bring WWI to you in any reasonable amount of time, we have decided to use the Flight Models from ROF for our Flying Circus planes. We have done this for a couple reasons. First, we have spent a lot of time researching and building these FMs over a period of several years and unlike the 3D models, they stand the test of time and there is no reason to toss them and start over. Second, these FMs were built for an engine that was created solely for WW1 speeds and maneuvers etc. It was more prudent to build support for these FMs in the current WW2 focused engine, then to completely re-make these FMs with an engine designed for heavier and faster aircraft in WW2. In essence, we’ve been able to make both regimes co-exist side by side within the same environment without compromising the feeling of flight or their unique characteristics. Our engineering team as done a marvelous job building this support in just a few months! Without this work, Flying Circus would not be possible. Our Flying Circus planes will still have all the interesting quirks and characteristics that many of you know and love from our previous title.

 

Finally, I must mention one of the driving motivations for making Flying Circus at all - VR support! There was simply no way to retrofit VR support into ROF properly. So, to bring our awesome VR support to the WWI battlefield we had to work on a new title with the tech already included. The end result did not disappoint, we really like how our open cockpits look in VR! This will be a really awesome experience for those that love VR. 

 

Features

 

As I mentioned above, getting WW1 up and running again takes a lot of work, so Flying Circus will initially include support for the Quick Mission Builder and our Mission Editor. We will also create and include some custom single-player missions as we near completion of FC and if Volume One proves popular and we move to make future volumes, we will introduce the Pilot Career to FC. And Scripted Campaigns can be built for FC by anyone using our Mission Editor just like in IL-2. 

 

If you are concerned about the Pilot Career, please know this. We can’t support the Pilot Career for FC yet because we are still building support for WW2 and other general features and mission types it needs. Remember, it’s still new tech for the Great Battles series and we have to build this support in-house so we cannot place this task with a third party. We also have to build support for WW1 style missions and this will take time. If we include support for the Pilot Career in say Volume Two of Flying Circus, it will of course become compatible with Volume One. That is the beauty of our one client approach. 

 

All of our Flying Circus aircraft will come equipped with all field and factory mods that we used to sell as separate items way back when. This also includes pistols, scarves, streamers and special gunsights like the Aldis and collimator style gunsights. 

 

And last but not least, our pilot models for Flying Circus will be completely new and they will look really cool in our updated aircraft. They of course have yet to be animated, but the finished pilot models look to be really great!   

 

We hope this overview of Flying Circus is helpful and gives you a good idea of the great effort we are undertaking to bring WWI development back to our amazing WWI fans who enjoyed Rise of Flight so much. 

 

So please enjoy the following images of Flying Circus. Remember this is still a Work-in-Progress and the maps is obviously not WW1 France. For Early Access we will be including the Lapino map as a substitute until the French map is ready. 
 

_Pilot_ger_1.thumb.jpg.269ecf927a6fb029d347c5428487397b.jpg_Pilot_ger_2.thumb.jpg.bcd7ca3cb45761e85ef39c10d319d84f.jpg

_Pilot_fra_1.thumb.jpg.b45cca90b1b56d279e23e1a7628b94fe.jpg_Pilot_fra_2.thumb.jpg.1ac69787bc749017a8a712a9837788fc.jpg

_Pilot_hand_1.thumb.jpg.50987db44a17b192e80d60a25d284940.jpg_Pilot_hand_2.thumb.jpg.145bcb7e7dc0ca40b79286d23a8eaece.jpg

_Pilot_hand_3.thumb.jpg.ee5e439820f630efdbf3d42775583983.jpg

FokkerDr1_ext_01_FC.thumb.jpg.a29aa9e88065bb878027effe3b53f2f6.jpgFokkerDr1_ext_01_ROF.thumb.jpg.5e609b3b84b94afaf5dc4eaf988ba553.jpg

FokkerDr1_ext_02_FC.thumb.jpg.4716cfaac4064d8bc3d6cc92368f47a2.jpgFokkerDr1_ext_02_ROF.thumb.jpg.6e0d8e463092a660a74f8a5762697f68.jpg

FokkerDr1_ext_03_FC.thumb.jpg.423582b45a949ff321d8853eaa3fc791.jpgFokkerDr1_ext_03_ROF.thumb.jpg.ac97c0ce7f89467b519187be094f7159.jpg

FokkerDr1_ext_04_FC.thumb.jpg.fdfde9495e187768986b4faa5902c88d.jpgFokkerDr1_ext_04_ROF.thumb.jpg.c0740900a0b1bddfdc8239707678edda.jpg

FokkerDr1_ext_05_FC.thumb.jpg.a0992d75d7c22ad3d09e838d16b330a7.jpgFokkerDr1_ext_05_ROF.thumb.jpg.0a9a00caf5e486747ae0a5a5bc774ff9.jpg

FokkerDr1_ext_06_FC.thumb.jpg.1ebd0319e03611903448862dea0861a3.jpgFokkerDr1_ext_06_ROF.thumb.jpg.7ea183f43fb34d7f54c28e194d6ac4ff.jpg

FokkerDr1_ext_07_FC.thumb.jpg.39f6a72d027b8f45c1b66c63aa0c5a6d.jpgFokkerDr1_ext_07_ROF.thumb.jpg.40642ab79efef1aca7232ac70a0f0054.jpg

FokkerDr1_int_01_FC.thumb.jpg.ecab8246d131246b5b506b5bcbb04f0c.jpgFokkerDr1_int_01_ROF.thumb.jpg.cab18db1f49612f7abab0b7fd2f02dd3.jpg

FokkerDr1_int_02_FC.thumb.jpg.f166ffde703eb89b7c3988f5af8caa7a.jpgFokkerDr1_int_02_ROF.thumb.jpg.06291965a1c4b2bd72e52c3a798ed11a.jpg

FokkerDr1_int_03_FC.thumb.jpg.da8373b619f9c722c4f9b445c032ca9c.jpgFokkerDr1_int_03_ROF.thumb.jpg.2d8440f902069ab7c096a4aa5fc8b822.jpg

SPAD13C1_ext_01_FC.thumb.jpg.820cd4c28399c8bee99e59d75e2cfa99.jpgSPAD13C1_ext_01_ROF.thumb.jpg.930a46a2469d9ab3c252afcc37a1a096.jpg

SPAD13C1_ext_02_FC.thumb.jpg.fa19f8369b4905a9601318446128cd07.jpgSPAD13C1_ext_02_ROF.thumb.jpg.0a0a589db6b9cffe52c4c58acdf3f0bc.jpg

SPAD13C1_ext_03_FC.thumb.jpg.6006f533391038d76283224ce3f1426a.jpgSPAD13C1_ext_03_ROF.thumb.jpg.16a7221d822bee46df95b450199cbfed.jpg

SPAD13C1_ext_04_FC.thumb.jpg.e781d36c98003344d2f633e0c024e3a8.jpgSPAD13C1_ext_04_ROF.thumb.jpg.0677bd6c11a286f10ecbbe32eaf26d56.jpg

SPAD13C1_ext_05_FC.thumb.jpg.9af8b668e24f8c57604a45e49e41ba2a.jpgSPAD13C1_ext_05_ROF.thumb.jpg.df9727266752120cd497162fd863d2d4.jpg

SPAD13C1_ext_06_FC.thumb.jpg.5d167f4e2fbcdb4a32f5e618da4160fd.jpgSPAD13C1_ext_06_ROF.thumb.jpg.e558926a57ff9eb4c9cbfcea1c321d23.jpg

SPAD13C1_ext_07_FC.thumb.jpg.9e0dc16d137e1a9a0bbff87418ad9dc6.jpgSPAD13C1_ext_07_ROF.thumb.jpg.ddaf0c288ba98d569bf7ffd5ffd604bc.jpg

SPAD13C1_int_01_FC.thumb.jpg.a852954e6cf2c6613dec8fc00a523617.jpgSPAD13C1_int_01_ROF.thumb.jpg.ab26803879948835bd99670f7209a8f6.jpg

SPAD13C1_int_02_FC.thumb.jpg.ef913ae69ef0ec54b65d3f6445b0d7df.jpgSPAD13C1_int_02_ROF.thumb.jpg.37a8f44cb3a0672c2b9501807283e53a.jpg

SPAD13C1_int_03_FC.thumb.jpg.a5c56bec5b29cdc94d11cf2c30e7ec0a.jpgSPAD13C1_int_03_ROF.thumb.jpg.8f6d2d9daf9fb008cedcbd8fa1900330.jpg

Map.jpg.c5801fbf5cb593f06ebb002670250f0d.jpg

You can discuss the news in this thread

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Apart from VR support, this game is a large regression from RoF :

Small map

Nearly no two-seaters

...

 

I am very skeptical

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      And don’t forget our tanks are made by DigitalForms and that was an entirely new type of machine to for us to support technically and gameplay wise. Daniel, Mike and Sergey have done a tremendous job making tanks possible along with DigitalForms who are giving it there all. It’s been fun to watch the progress.”
      Daniel: “Yes it is. We working hard to open our doors for everyone who is capable and interested to create content for IL-2 Great Battles. At the moment we have two studios in collaboration with us, we hope that after time it will be more. So, anyone who interested and capable in this – contact to us, we waiting for you. Of course, it is still requiring some work from our side because control, implementation and physics model development is on our side anyway, but this is means that anyone can be calm about quality and accuracy of the result.”
      Fans of the series have also wondered about future Collector Planes that continue to add to the Eastern Front experience (the Yak-9/9T, IL-4, Tu-2, I-153, Hs123, Bf110F and others come up frequently), are there any plans to do those or work with a third-party team to build those in the future?
      Jason: “Probably not third party for any of those. Those would be best built by us due to the subject matter. We do hope to make more collector planes in the future and we still like the Eastern Front. I’d like to see all those planes flying one day. Out of all of those the Yak-9T would be the most likely one.”
      Daniel: “At the moment only ideas are kicked around, it is too early to say what exactly we or our partners will do next. But yes, some of these planes are inside of the circle of possible variants.”
      You’ve talked about building an Air (and Ground) Marshal feature for a couple of years. How is the planning for that mode coming along and what are you hoping players will be able to get out of having a feature like that once it’s complete?
      Jason: “We’re in the initial stages of development now. We’ve agreed to a design and begun optimizations of the GUI which was needed before we start the main building process. The design, if it works, has been improved from my early concept into a really neat system. Our hope is that it will make MP more interesting and increase teamwork as it was in real life. It will be an optional feature for servers if they don’t like it. It could be a game-changer for online wars and all forms of MP if the community takes such a feature seriously and tries to fly like a real coordinated air force.”
      Daniel: “Marshall mode design is established and it is already in development. It will be a huge gameplay feature, comparable to Career by complexity of development. If everything will be good – this feature will be done before release of Bodenplatte. This feature also requires many GUI based improvements and optimizations, some of them you will see in 3.010 as a “bonus” from Marshall mode development which is still in progress. In result players on populated multiplayer game servers will have a new layer of gameplay and cooperation. First of all – this feature should bring an obvious and dynamically changed vision to each player of what multiplayer mission objectives are and what is the player coalition strategy and current tactical tasks. Also, it should bring a new proximity to immersion of real aerial battle to the players.”
      You’re currently working with Pat Wilson and his PWCG software to add a co-op career experience for players but you’ve also talked about building the IL-2 Career mode into Co-op as well. Is that a long range goal or something you’re hoping to add in 2019?
      Jason: “No, it’s a long-range goal for us. Pat is a very smart guy and when he said he could do this in a reasonable time frame I jumped at the chance to have him try and I’m confident he will succeed. For us to do it inside the game will take some serious time and right now we have other goals and things to build for MP. Fingers crossed Pat hits a home run with his implementation. Remember he has been working with his code for years now which is different than how we work. Sometimes, it takes one guy with a singular vision and a lot of time to build something super special. “
      Daniel: “It is a long-range goal as Jason has stated. Our engine is designed around a central core and different modes of gameplay all share the same basic architecture, so different features of SP and MP can share things to make such hybrid features possible. It will be mostly a question of lobby and GUI design when we eventually focus on such a feature.”
      Improving the multiplayer lobby is one of the goals that you’re hoping to tackle this year and you’ve previously said that it won’t be easy. What kinds of features are you hoping to have and how much of a challenge is it to build this in?
      Jason: “I can’t say right now what the exact shape it will take. Obviously, people want chat and a lobby of some kind. Everyone remembers old Hyperlobby and how that worked. So, something that can make match-making easier, but with features users want. We haven’t sat down to draw a final design yet, but that time is coming soon. We briefly mapped it out over a year ago, but it was just to understand the resources we would need to do it. And yes, everything about MP is difficult. A very tough crowd to please. “
      Daniel: “While exact design is in development now, now I can only say what we want to have there. We supposing to have common chat, chat rooms, friends, server pre-start lobby where players will bring together and start server when they will be ready and so on.”
      The team is going to be very busy building a lot of previously announced content in 2019. Are there any surprises we should be watching out for this year?
      Jason: “Mmmm… if I told you it wouldn’t be a surprise? Time will tell if there are any surprises. Right now, I don’t know of any… or do I. Hmmmm………”
      Daniel: “I think you will have some.”
      Three more parts coming
      I hope everyone enjoyed reading part one of my interview with Jason Williams and Daniel Tuseev. The next three parts are currently in the works and I hope to be able to share them with you very soon!

      Original link:

      https://stormbirds.blog/2019/02/06/part-1-an-interview-with-jason-williams-and-daniel-tuseev-il-2-great-battles-series/?fbclid=IwAR3xdunpO0sDtf0I6iG6DQEOB71I6yU_meKoSGH1aI5_4d-6A86CPFCeMBk
       
    • By 76.IAP-Blackbird
      Hello friends,
       
      This week was a hard one - we had to let you play during the weekend without problems, so we released another update that continued the work started in 3.010. The majority of the changes are in the GUI and are required for the new Marschal multiplayer mode that is coming this Spring and will concentrate on the interaction with the map. Other important improvements were made for tank weapons and damage calcualtions. We hope that now the basic damage model is adequate and we'll start working on more particular tasks in the tank systems and combat damage department next week.
       
      This week we finished the map of the Southern part of the Kursk salient while two next tanks, M4A2 and PzKpfw III Ausf.M, will follow soon. The new tanks and the map will be released into Tank Crew Early Access after beta testing. Today we can show you the first in-game screenshots of them taken near Prokhorovka:
       


       


       
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