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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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Right, but I will not take this one except at reduced price

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  • Similar Content

    • By 76.IAP-Blackbird
      Dear Friends,

      Today is a big day. IL-2 Sturmovik team is glad to report that after almost three years of development Battle of Normandy is out of Early Access and is officially released - 5.001 update is out!

      «You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you.» Gen. Dwight D. Eisenhower.



      The official release also means that in addition to Battle of Normandy Premium Edition in our webstore there’s now Standard Edition without two Collector Planes - German jet bomber Arado Ar 234 and British fighter Spitfire Mk.XIV (they can be bought individually). On Steam the new module and its accompanying Collector Planes will appear in the coming weeks - please stay tuned while we work out the details. As usual, Battle of Normandy owners who have linked IL-2 and Steam accounts can access all the new content in the Steam version already.
       



      These years weren’t easy, but they were very interesting. During the development we have created many new technologies and approaches, did a lot of historical research, implemented new solutions. The last aircraft for Battle of Normandy were released in Early Access in August and today we add the last pieces - the map of the Northern France and Southern England, Pilot Career mode, Quick Mission Builder and Advanced Quick Mission Generator support for the new map.





      We have told about the Career mode and the new map in our recent Dev Blogs, but must point out again that they set the new record in terms of the work involved. New mission types, new airfield types, new airfields appearing on the map after D-Day - bringing their total amount to 100 airfields with historically accurate layouts! New objects created specially for the module - ships, ground vehicles, buildings, coastal defenses, V-1 buzzbombs and their launch positions, dozens of new aircraft paint schemes, etc.




      Battle of Normandy contains 10 player controllable aircraft (8 in the Standard Edition):
      - Hawker Typhoon Mk.Ib – British fighter/bomber,
      - North American P-51B-5 Mustang – American long range fighter,
      - Republic P-47D-22 Thunderbolt – American fighter/bomber,
      - Messerschmitt Bf 109 G-6 Late – late version of the German fighter,
      - Focke-Wulf Fw 190 A-6 Würger - German fighter,
      - De Havilland Mosquito F.B. Mk.VI ser.2 – British twin engine fighter-bomber,
      - Messerschmitt Me 410 A-1 Hornisse – German twin engine fighter-bomber,
      - Junkers Ju 88 C-6 – German twin engine heavy fighter,
      - Supermarine Spitfire Mk.XIV – British fighter (Collector Plane included in the Premium Edition),
      - Arado Ar 234 B-2 Blitz – German twin engine jet bomber and recon aircraft (Collector Plane included in the Premium Edition).













      Each aircraft includes a slew of historically correct modifications - unlike other games where each modification would be counted as a separate aircraft model, in Great Battles you can freely select and combine them. For instance, Me-410 A-1 mentioned above has modifications that, when selected, make it a whole model lineup:
      1. Me-410 A-1/U2,
      2. Me-410 A-1/U4,
      3. Me-410 B,
      4. Me-410 B-2,
      5. Me-410 B-2/U1,
      6. Me-410 B-2/U2,
      7. Me-410 B-2/U4,
      8. Me-410 B-2/U4 field mod with four MG 151 guns.



      In addition to the all above, update 5.001 contains the results of the big work on the damage model improvements which are of course are applicable to all the modules as usual - as you can see in the long list below, it required many changes in various parts of the sim. The testing and tuning of these changes by beta-testers from the community took a lot of time. We think this is the big step forward for Great Battles series and hope you’ll enjoy it. 

      There are many other fixes and improvements - for instance, the mission loading time has been reduced dramatically, several times less on some PC configurations! The pilot and tank crew AI got better, etc.:

      Main Features
      1. All Battle of Normandy owners have access to Northern France and Southern England map in two variations (before and after the D-Day). As usual, in multiplayer mode the map can be accessed by all Great Battles players.
      2. All Battle of Normandy owners have access to the mid-1944 Career mode (3 countries, 5 phases, 17 frontline states, 225 historical squadrons, 103 of them joinable by the player, many new mission types).
      3. All Battle of Normandy owners have access to QMB and AQMG game modes on the new map for a quick action, also with many new mission types.
      4. Numerous new aircraft paint schemes added, including different invasion stripes for various time periods of 1944.
      5. PzKpfw IV Ausf.H. tank added (AI controlled).
      6. Flakpanzer IV «Möbelwagen» SPAA added (AI controlled).
      7. Gleaves-class destroyer added (AI controlled).
      8. The loading speed of all missions on all Great Battles maps has been improved significantly.

      Damage Model Improvements
      9. Aircraft DM: RHA equivalent of the aircraft skin has been reduced nearly three times to the previous (wrong) values.
      10. Aircraft DM: an issue that made aircraft skin damage too severe for larger bombers and some fighters has been fixed.
      11. Aircraft DM: like the previously released change for larger caliber ammo, now all projectiles in the game loose integrity and stability after penetrating a significant armor thickness which affects their remaining ability to penetrate armor.
      12. Aircraft DM: the relative speed of the target is correctly accounted for projectile penetrations calculations.
      13. Aircraft DM: AP bullets and shells make slightly bigger holes in the airframe and aircraft skin.
      14. Aircraft DM: powerful HE rounds explosions cause more damage to the airframe, aircraft skin and components.
      15. Aircraft DM: small HE bullets cause less damage to aircraft skin.
      16. Aircraft DM: it is now possible to damage radiators and fuel tanks when firing 7.62-7.92 rounds from more than 350 m distance.
      17. Aircraft DM: bullets are less likely to ricochet from aircraft skin at low angles.
      18. Aircraft DM: Bf 109 radiator collision model has been improved (previously its wrong shape could cause most smaller caliber bullets to ricochet when fired directly from behind).
      19. Aircraft DM: the loss of the bullets energy hitting Bf 109 F-4 engine has been corrected.
      20. Aircraft DM: an issue that caused bullets hitting Spitfire Mk.XIV MGs and guns to not lose energy has been fixed.
      21. Aircraft DM: engine fire probability from bullet hits has been somewhat increased for WWI-era piston engines and jet engines.
      22. Aircraft DM: engine fire probability from bullet hits has been reduced for WWII-era piston engines.
      23. Aircraft DM: fuel tank fire probability from bullet hits has been reduced.
      24. Aircraft DM: fuel tank fire and explosion probability from HE ammo hits has been reduced, now it depends on the HE power more.
      25. Aircraft DM: it’s now harder to put out the fires by side-slip movement.
      26. Aircraft DM: the several years old ‘crew health cheat’ (they required four point-blank 7.62 bullets in the torso or two in the head to be killed) has been removed. Now their ability to sustain damage is much more close to reality.
      27. Crew DM: a random error that could cause a death from mild G-loads has been found and fixed, thus improving survivability rate during emergency landings.
      28. Ballistics: ricochet tendency has been reduced somewhat.
      29. Right wing MGs on P-51B can be correctly damaged.
      30. P-51B and D fighters wings (middle-upper parts) can be correctly damaged.

      Me 410 Improvements
      31. Me 410A-1: weapon panel placards corrected for WB 151 and MG 131 modifications.
      32. Me 410A-1: missing rods from bomb doors to the forward window added.
      33. Me 410 A-1: speed and timer gauges in the pilot’s cockpit corrected.
      34. Me 410 A-1: altitude and speed gauges in the gunner’s cockpit corrected.
      35. Me 410 A-1: bomb holders for 250 kg bombs and for SB 1000/410 look corrected.
      36. Me 410 A-1: radiator fenders indicators light up when the cockpit light is turned on.
      37. Me 410 A-1: the rear landing gear state affects air drag.
      38. Me 410 A-1: technochat message warning about the gun overheating restored for the gunner.
      39. Me 410 A-1: now the gunner can use the entire horizontal range of the guns for aiming.
      40. Me-410 A-1: radiators can be correctly damaged by AP projectiles, resulting in coolant leaks.
      41. Me 410A-1 intercept missions added to AQMG game mode.

      Tank Crew Improvements
      42. M4A2, KV-1s, Pz.IV.G, Pz.V.D, Pz.VI.H1 hatches close when the turret blocks them.
      43. The damage of the gun barrels base on Pz.III, Pz.IV and Pz.VI is calculated correctly when it is hit by fragments.
      44. In multiplayer a guest gunner (who connected to someone else tank) won’t constantly hear the turret turning mechanism noise.
      45. In multiplayer a tank owner won’t hear the gun or MG reloading sound when another player connected to his tank to the gunner or MG gunner station.
      46. In multiplayer turning aircraft or tank turrets controlled by another player emit correct turning  sounds.

      AI Improvements
      47. AI controlled bombers keep formation a bit better during climb.
      48. AI pilots will attempt to return to base in the event of an oil or coolant leak.
      49. Me 410 pilots will correctly drop bombs in a deep dive.
      50. Mosquito, Ju 88 C6 and Me 410 pilots will correctly drop underwing bombs.
      51. Twin and 4x guns in AI controlled vehicles won’t judder during aiming.

      Other Improvements
      52. Dropping an 1650 pounds bomb from Handley Page O/400 bomber won’t display an error.
      53. A visual artifact in front of the right engine of Handley Page O/400 bomber has been removed.
      54. An issue that caused guns and MGs to ‘float’ above certain breastwork has been fixed.
      55. ‘No jamming’ difficulty option works correctly for aircraft turrets.
      56. Me 410 is correctly counted in stats.
      57. Visual bomb explosion effects has been corrected for cases when a bomb ricochets and goes off above the ground.
      58. Proximity and CheckZone triggers in missions won’t erroneously count non-spawned and inactive objects.
      59. External camera works correctly after flying beyond the map borders.
      60. An issue that could lower the muzzle speed of an overheated MG before causing additional scattering of the fired bullets has been fixed.
      61. Both P-47 have their idle engine RPM corrected (it was a bit too high potentially causing moving with brakes applied.
       
    • By 76.IAP-Blackbird
      The summer is ending, just like our Battle of Normandy release preparations. Two variations of the Normandy and Southern England map (before and after the invasion) are ready, Career mode is ready, Quick Missions and Advanced Quick Missions are ready - today we're starting the release candidate testing. This time we want to spend more time and resources on the testing and debugging. The beta-testing of the 5.001 update is going for two weeks already and we plan to test the release candidate for two more at least. There's a reason for that - it will include not only the Battle of Normandy, but a number of global improvements as well.



      The main global change is the long promised revision of the aircraft Damage Model. This time we have attempted to make more fundamental changes and not just "adjust the airframe durability to meet player expectations", but reverse-engineer the system in search of potential issues in many of its parts. During this process we have found a number of calculation passes which could be improved or tuned. These changes are already in the beta and beta-testers have responded that the damage received by aircraft in various combat situations looks significantly more adequate and realistic. We understand that this is a touchy subject, so the final changes will be explained in detail in the release notes of the 5.001 update.



      Speaking of the finishing of the new map and Career mode, we want to say that for each new project we have set more and more ambitious goals for ourselves, even if it wasn't clear in the beginning how it would work out and what the final answer to these challenges would be. Once again, many parameters have surpassed their previous records in the series. For instance, the length of the coastline is 990 km on the French coast and 1060 km on the English coast. 490 major cities and towns, not counting the minor ones, were recreated while keeping in mind their overall historical boundaries and main layout features. 100 airfields are waiting for your flight - and not one of them is 'default' or cloned, they all have historical layouts reconstructed using documents and air photos. Moreover, a new set of the airfield surface types was created:

      1. Grass
      2. CON (Concrete)
      3. WC (Wood Chippings) - concrete covered by wood chippings and tar
      4. TAR (Tarmac) - asphalt
      5. ETH (Compressed Earth)
      6. PBS (Prefabricated Bituminous Surface) - canvas saturated with tar
      7. ST (Sommerfeld Track) - steel wire mesh reinforced with steel bars
      8. SMT (Square-Mesh Track) - square mesh
      9. PSP (Pierced Steel Planking) - stamped steel plates.




      As we have mentioned, there are two map variations created - before and after the invasion. Pre-invasion map lacks newly constructed airfields and constructions erected after D-Day on the Normandy shore. Career mode development required detailed information on symbols, tour of duty, bases, armament and assigned tasks for 285 squadrons acting in this project - players can join 102 of them and others are populated by AI pilots. This is another record for the Great Battles series. 9 new mission types were designed for the Normandy Career concentrating on the D-Day events and V-1 intercepts. Pilot's Career in the Battle of Normandy timeframe contains 5 phases and 17 front line states that change along the progression of time. As always, all the scenarios generated in the Career mode are unique even if you fly to the same target again - the generated combat situation will be different, while the weather will correspond to the real weather on that day.



      All in all, we're hoping that Battle of Normandy will be the most significant release in the IL-2 Great Battles series and all of you who have supported us all these years will enjoy another virtual, but to a great extent historically accurate reconstruction of a major air battle, that was created with love and respect to our common history.
    • By 76.IAP-Blackbird
      Dear Pilots and Tankers!

      Today’s DD gives you a glimpse of the gorgeous scenes that are possible with the new Normandy map which is rapidly nearing completion and we give you a sneak peak at the progress on the Churchill Mk.IV exterior and interior.

      Below are some recent screens I’ve taken with each of the aircraft built specifically for Battle of Normandy including the AI piloted B-26. Of course, all of these planes can be flown alongside your own or against in any title in the series. This really is our most detailed and complex map we’ve ever made and pushes our current map technology to its limit. It will provide countless hours of great missions and historical re-enactments of this pivotal battle and theater of the war. We think you’ll like it.


          
          

      Below are some very WIP images of the Churchill Mk.IV tank coming to Great Battles. As you can see the interior is NOT textured completely, but you can tell that our friends at DigitalForms have once again done an amazing modeling job!

         
         

      It’s another very busy summer for us. Stay tuned!

      Enjoy!
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