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

Il2 DD Update Dev Blog 216 "M4 & PzKpf. III Ausf. M"

Recommended Posts

Hello everybody,

 

Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content.

 

The main areas of the Tank Crew development at this moment are:

 

1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field.

 

2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one.

 

3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access.

 

4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios.

 

All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else.

 

To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update:

The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km):

_KV1s_crew_1.thumb.jpg.98b0026b1daf746b0ba1e688f79f2001.jpg

_TankCrew_Map_0.thumb.jpg.ab65eea10f53ea4918595d4bdff3baba.jpg

_TankCrew_Map_1.thumb.jpg.f2c6b82078febed1a6c3922b38643bc8.jpg_TankCrew_Map_2.thumb.jpg.99c8d69abf750c5041be4a35b2342451.jpg

_TankCrew_Map_3.thumb.jpg.02f8dffa053b128c7e45834c05350eeb.jpg_TankCrew_Map_4.thumb.jpg.459b55c2f8e1bfa36bcfd425be68f0d5.jpg

 

KV-1S crew:

 

_KV1s_crew_2.thumb.jpg.34a1eba4ebc865485c946a6d5ff36635.jpg

_KV1s_crew_3.thumb.jpg.6b496de5954f55f699a3275280bb05e6.jpg_KV1s_crew_4.thumb.jpg.38a3f860b73da3ba893d1989e043fea0.jpg

_KV1s_crew_5.thumb.jpg.23a31ccab7870aa39e10b7d1e598034b.jpg_KV1s_crew_6.thumb.jpg.40a08af65b2b6a2f40d7a353b537acb7.jpg

 

PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching:

 

_TankCrew_NewDamage.thumb.jpg.3c38da77adfa7710c8b89a5fc2d0a57b.jpg

 

M4A2 "Sherman" interior renders:

 

_M4A2_1.thumb.jpg.306614c8e921463ba7e23ca9df2d0b28.jpg_M4A2_2.thumb.jpg.bf9e9680359ca1ca5fd817afd0bb84b0.jpg

_M4A2_3.thumb.jpg.6f889a9736a466b7f761a6eff421648c.jpg_M4A2_4.thumb.jpg.d84e5d8858469fef1bf2729f89f36807.jpg

_M4A2_5.thumb.jpg.fb942000c85c19767216a2e32235cb8c.jpg_M4A2_6.thumb.jpg.ad967bbc4cc4d03d65872ad5e0e6c7b1.jpg

 

PzKpfw III Ausf.M interior renders:

 

_Pz3_1.thumb.jpg.788fdf2cf311c9f03057650926c4b3c9.jpg_Pz3_2.thumb.jpg.dc4413faf8b9d8c63fd854c7059e4e40.jpg

_Pz3_3.thumb.jpg.35cc9dc6f7b0fa541071ae65e45d84c7.jpg_Pz3_4.thumb.jpg.41f8683aefc3ea0414697ec5047e2c88.jpg

 

You can discuss the news in this thread
  • Thanks 1

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,
       
      In spite of the serious events happening in the world, the time flows and it looks like we adapted to the new work conditions. The work processes are set up and we continue at the usual rate. Since we plan to release important renderer improvements in late Spring, we set the workflow to develop the short and long term tasks simultaneously. We'll tell you about what will be released in Summer a bit later, while today we'll concentrate on the coming update 4.005. =AnPetrovich= and =Jason_Williams= told you about the main feature of this update earlier - reworked, improved and advanced damage model of the airframe - but it is not the only huge change that it will include.
       
      Speaking of the battle damage modeling, another very important change is the improved frag and blast damage calculations throughout the entire sim. Thanks to the fresh look and research input by our partners at Digital Forms, which make the visual models of the Tank Crew vehicles, we were able to bring the fragments damage calculations to the new level of complexity.
       
      Generally speaking, the calculations of the damage incurred by munition fragments became less abstract. The new model is universal for all munition types. The calculations of the warhead fragmentation are more life-like and give the initial speed, mass, and size of the fragments. New progressive methods of modeling their speed decrease use the integration of their movement.
       
      The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason.
       
      The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances. It also should be noted that engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage.
       
      The visual and audio representation of the damage is also updated. The additional causes of the unhearable hits in multiplayer have been found and fixed, new sounds were added for ricochets while the existing hit and explosion sounds were improved.
       
      In general, the update 4.005 once again is going to be one of the biggest in the history of our project, its change list contains more than 90 items already. It will bring not only the damage model improvements of course - the new content we told you before, many improvements and fixes for the aircraft and player controllable tanks, audio improvements for various in-game objects and more and more. The sim will be more accessible to the larger audience thanks to the additional language as well.
       
      Our team hopes that the update 4.005 will be welcomed by you, our players, and will raise the quality level of our sim to the next level. To finish today's diary, let's add some nice pictures to the mix - this time they are the Yak-9 cockpit shots captured in the game. Its texturing is nearly final while the development of its FM is progressing at a full speed. We hope it will be available to you in early Summer.
       


       
      You can discuss the news in this thread
    • By 76.IAP-Blackbird
      Hey everybody! 
       
      We hope you are hanging in there and staying healthy! While we're stuck inside our homes trying not to get sick I thought you'd enjoy some footage of our improved airframe damage model in action. These clips show how our wings are much stronger than before and how our improved damage calculations cause a myriad of failures that can bring down a plane, or in some cases, maybe allow you to limp home. Please note that the engine damage was turned off for this video as we are currently concerned with the airframe and how it behaves. Remember just because a plane takes a physical beating, doesn't mean all the systems are functioning. A knocked out plane may keep flying for a little while, but it is likely not going to make it home or stay controllable. My point is don't get too hung up on some of these planes surviving multiple HE hits. One good placed burst and your day is likely ruined, but your wings should not fold like a bad poker hand. Larger planes and historically tougher planes now have a better personality to match their reputation. 

      I pieced this video together in a hurry, so the commentary may not be the best and some of my American humor may get lost in translation. I hope you enjoy this little distraction during this crazy time. Our airframe damage improvements will be in the next update before the end of March.
       
       
      My gunnery stinks I know. All AI is basically on Novice so I can actually catch them and hit them. These were just simple furball missions.
       
      Try to have an enjoyable weekend everyone!  And remember our Promo Codes are still good!! 
       
      Jason
       
      P.S. I have been asked what I filmed this on. Intel i7 7200K 4.2ghz, 64Gb RAM, SSD, 20280Ti, 4K res on Asus 43" G-Sync monitor (120hz Refresh / 144hz OC). Ultra Graphics maxed. Average FPS 90-120. Captured with DXtory app at 60fps at 50% size which is 1080p.
    • By 76.IAP-Blackbird
      Hello everybody,
       
      The progress on many parts of the Battle of Normandy project is becoming more visible with each passing day. We have placed the order on the numerous ground vehicles that will be outsourced while the design document on the buildings for the new map will be finished soon. The list of the airfields and the map borders are final and the work on the map itself has begun in earnest. The list of the squadrons that will be recreated in the Battle of Normandy Career mode and its main scenario are prepared as well. Visual models of the three aircraft and the FM of the first one (P-47D-22) are in the works. Today we can show you the current state of the visual model of the second aircraft in development - C-47A transport plane which will be manned by AI. The famous WWII legend, it was the best known Allied transport plane. Built under license in many countries, its civilian versions are still in service now, in the early XXI century. This workhorse played a key role in the airborne operations of the Battle of Normandy.
       



×

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..