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      2019 Drive   05/31/2019

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Dear friends,


The Spring has come and in today's Dev Blog, after some delay, we're returning to our main project - Bodenplatte. This delay in the news has been caused by the fact that during the Winter all the work on this project was made at a deep level - it was hard to make a screenshot of something - but it was a hard work nevertheless. This was known beforehand and planned this way. If you were following us for some time, you may recall that such visible pauses in the development news in the middle of a development cycle happened in all our previous projects and are a result of the effective work and division of labor. But today we finally have some intermediate results to show, and there a lot of them.


First, we can disclose more details about the map of the project. Previously we mentioned only its size and location, but today we can tell you more information.
There will be more than 200 settlements of various sizes.
Air forces of the opposing forces will take off from more than 100 airfields.
The total length of all roads will exceed 20000 km.
The reachable zone of the map is 129859 square kilometers (400.8 x 324 km) while the entire map is 176947 square km (460.8 x 384 km).
The preliminary list of the cities we plan to have ready at the time of release follows:


Antwerp
The Hauge
Liege
Frankfurt am Main
Dortmund
Münster
Cologne (Köln)
Bonn
Gent
Rotterdam
Charleroi
Amsterdam
Düsseldorf
Aachen
Bruxelles
Arnhem
Duisburg
Essen
Apeldoorn
Maastricht


Again, if you have followed our development before, you may notice that the parameters of the new map are breaking the record once again. This is also the first map to be released with all four seasons simultaneously - a hard challenge for the entire team. To be able to complete the project before the set deadline without compromising quality, our Lead Map Artist Evgeny Isaev has found new methods of development and large cities creation. Also, Evgeny has designed artistic approaches that will not simply repeat the visual quality of the previous maps but will also give players a new visual feel that is characteristic for flying over Western Europe. But enough words, it is time to show you something new - on these screenshots you can see the central areas of Bruxelles, Liege, and Köln:

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But these map development news are not the only ones we have. We can show you the progress we have made on the three coming planes: P-38J-25 heavy fighter, B-25 heavy bomber (AI only), and Me 262 A jet fighter. For the first one of them, P-38J-25, we have used a new approach of creating the exterior and interior 3D models in parallel, not subsequently - at the early stage the model is divided into exterior and interior parts and the coordinates of their seams are stored, then both models are being worked on simultaneously to be connected back at the final step. This aircraft, of course, is unbelievable, what can we say - it's a legend:

 

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The B-25 bomber will be AI-only in this project, but we'll try to make its exterior 3D and physical model at the same quality level as our player controllable aircraft. First, this is important for those who will be attacking or defending these planes in the Career mode, campaigns, single scenarios and Coop multiplayer. Second, who knows - perhaps a possibility to make it flyable will reveal itself in the future:

 

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The exterior 3D model of Me 262 A "Schwalbe" is completely done, including the official skins. The interior (cockpit) model is almost done (currently the artists are working on its texturing), while our engineers are working on its FM and the physical model of a jet engine. When you look at this legendary aircraft, you can't help but think that it was ahead of its time:

 

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To finish today's Dev Blog, we would like to congratulate the beautiful half of humanity on the coming holiday - International Women's Day. Dear girls, be happy!

 

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You can discuss the news in this thread
Edited by 76.IAP-Blackbird
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All your recent works look really good, guys - for FLYING CIRCUS as for BATTLE OF BODENPLATTE! 
Since the movie CATCH 22 I love the look of the "Billy Mitchell" bomber, and the LOCKHEED "Lightning" is a true beauty of an aircraft -
I always wanted to fly it in a good sim. Guess I cannot get around it: BATTLE OF BODEPLATTE is on my "must-have" list now!

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    • By 76.IAP-Blackbird
      Hello everybody,

      This time we'll start with a small release. As we said before, we began working together with Mikhail =HH=Pauk Zemskov who makes great gameplay videos. The first fruit of this cooperation has been presented to you in April in Dev Blog #222 - that video was dedicated to our first WWII project - Battle of Stalingrad. And today we present you his second work - Battle of Moscow. As always, =HH=Pauk captured the spirit of the project, its vibe, very well. See for yourself:
       

      In the meantime, the Bodenplatte release comes closer and closer. We told about the work we're doing at this stage in our previous Dev Blog, and today we want to show you some visual results - it is better to see once than to hear a thousand words. Even better - to see in the sim engine already. The hero of the day is the British fighter Hawker Tempest Mk.V series 2. It turned out to be very complex and simultaneously very interesting to recreate - like all British flying machines which were always famous for their distinctness and original design decisions:
       



      As always, we constantly update our previous releases. As part of our plan to have all the aircraft in 4K eventually, Fw 190 A-3 Collector Plane for Battle of Stalingrad will be available in 4K in the next update thanks to Martin =ICDP= Catney:
       



      Now let's move to the news about our other projects. Scenario campaigns for Tank Crew - Clash at Prokhorovka are nearly finished, soon we'll record the voices for them and start their beta testing. Our partner Digital Forms is finishing the interior of Pz.Kpfw.IV Ausf.G and it's beta testing will start this weekend:
       




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      You can discuss the news in this thread
    • By 76.IAP-Blackbird
      225   Dear friends,
       
      The Summer is in full swing and we're working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show you the cockpit of Hawker Tempest Mk.V:
       


       
      As we announced before, all Bodenplatte planes will have 4K external textures. Here are Bf 109 G-14 shots that show the texturing made by Martin =ICDP= Catney:
      In addition to the models, we're working on the important features like more detailed pilot's physiology effects. Fatigue caused by a high G stress, (in)ability to bail out and other such things. After that, we'll get to repairing, refueling and refitting the aircraft on the ground.
       


       
      At the moment we're moving to a newer FMOD version and our sound designer converts all the sounds to the newer sound engine. The main result of this work should be a fix of the disappearing sounds issue after playing for a while that was caused by having too many of them. We also started the research on making the aircraft and ships visible from several times farther distances. This task is very complex since it involves many various parts of the project - we can't make it at the cost of a significant performance loss in the graphics and network subsystems.
       
      The work on the Bodenplatte map is nearing completion and we'll be able to show you the screenshots showing the result of this tremendous work soon. This also means we started the work on the Career mode for it that will be called Battle of Rheinland. Starting on September 17th, 1944 and ending on April 1st, 1945, it will include several new mission types characteristic for this timeframe on the Western front. All the required information - squadron histories and emblems, pilot biographies, awards, news, etc. - was accumulated with the help from our community members and we're very grateful to those who participated in this task.
       
      Another important thing we must tell you is that American, British and German infantrymen models for Bodenplatte project are finished - they will man the guns, drive the vehicles and appear as airfield personnel. And here's the model of the Royal Air Force pilot for Summer of 1944:
       

       
      Now let's talk about other our projects. For Tank Crew, the next update will bring Pz.Kpfw.IV Ausf.G that has autonomous electric turret turn mechanism for instance. And in September we plan to release the two scenario campaigns for Tank Crew - Breaking Point and Last Chance, telling about the fighting near Prokhorovka. Players will be able to participate in the battle from both sides. Today we can show you the title art for these campaigns that were created using in-game tank models and the screenshots of Pz.Kpfw.IV Ausf.G in the sim.
       


       


       
      The next update is planned to include two - actually four - new aircraft for Flying Circus - Halberstadt CL.II, Halberstadt CL.IIau, Bristol Fighter F2 Falcon 2, Bristol Fighter F2 Falcon 3. After that, to complete this project we'll have to release Amiens-Arras-Lille map that will come with improved visual models for ground vehicles. Here are the screenshots of the coming planes:
       


       


       
      You can discuss the news in this thread
    • By 76.IAP-Blackbird


      Dear Pilots!

      SUMMER SALE HAS LAUNCHED! 

      June 25th - July 9th 2019

      In Official Webstore and on Steam

      Battle of Kuban = 50% Off (First time at this price)
      Battle of Stalingrad = 66% Off
      Battle of Moscow = 66% OFF
      All Collector Planes = 50% Off (Including the U-2VS)
      All Scripted Campaigns = 50% Off
      All Rise of Flight Content = 66% Off
      Cliffs of Dover BLITZ = 66% Off

      OFFICIAL WEBSTORE

      STEAM

      As usual, if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.

      NOTE: having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.

      I recommend to buy it directly from the original webstore
    • By 76.IAP-Blackbird
      Update 3.101  
      Dear friends,

      Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, Т-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.

      Upping the exterior textures to 4К quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.

      IL-2 Sturmovik team wishes you nice summer weather and enjoyable flying in our sim!  

      Main features
      1. Jet fighter-bomber Me 262 A "Schwalbe" is now available for all owners of "Battle of Bodenplatte";
      2. Albatros D.Va is now available for all owners of "Flying Circus";
      3. S.E.5a is now available for all owners of "Flying Circus";
      4. T-34-76 UVZ made in early 1943 is now available for all owners of "Tank Crew - Clash at Prokhorovka" (includes crew);
      5. Bf 109 F-4 exterior textures are now available in 4К quality, including damage, thanks to =BlackHellHound1=;
      6. Fw 190 A-8 exterior textures are now available in 4К quality, including damage, thanks to =ICDP=;
      7. Crew models added to M4A2;
      8. Crew models added to Pz.III Ausf.M;
      9. In VR, active reprojection won't cause a rotating propeller to flicker;
      10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);

      AI improvements
      11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
      12. AI fighters aim better when engaging a straight flying target;
      13. AI fighters open fire earlier when engaging a straight flying target;  
      14. AI fighters maneuver more carefully when covering bombers;
      15. AI keeps the formation much better;
      16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
      17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
      18. AI bombers won't open bomb bay doors during the route by mistake;
      19. AI won't attempt to land on tank spawn points in multiplayer in case of an emergency;
      20. AI gunners fire only at targets selected as 'Engageable' (Mission Editor parameter);
      21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
      22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
      23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
      24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
      25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
      26. Ground AI won't fire at crewmen escaping from friendly vehicles;

      New features for player controllable tanks
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      28. Enter key invokes the damage control overlay;
      29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
      30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
      31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
      32. Oil system damage causes engine damage at a progressing rate;
      33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
      34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
      35. Engines have a heat model that is affected by damage;
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      40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
      41. Damaged suspension springs or torsions can become lame;
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      43. A damaged engine can fill the tank interior with smoke;
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      46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
      47. The driver instruments functioning was updated;
      48. Powered (electric) turret traverse mechanism added to KV-1s and Т-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged, there is no power or the engine is off;
      49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged or the engine is off;  
      50. Backup (pneumatic) engine starter added to KV-1s and Т-34-76-UVZ-1943 that is used if there is no power;
      51. Additional (panoramic) gunsight added to KV-1s and Т-34-76-UVZ-1943;
      52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
      53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
      54. Pz.III Ausf.M brake drums are correctly animated;
      55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
      56. Tanks won't 'jump' on rubble left from destroyed buildings;
      57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
      58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
      59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
      60. KV-1s paint color has been corrected;
      61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;

      New features in aircraft physics, systems and animations
      62. Infinitely firing aircraft of other players shouldn't randomly appear in multiplayer anymore;
      63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
      64. PTAB sub-munitions effect on ground targets has been corrected;
      65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
      66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
      67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
      68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
      69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
      70. All aircraft: when starting or shutting down the engine with all three difficulty options "Cruise control", "Throttle auto limit" and "Engine auto control" turned off you need to move the engine controls during the startup or shutdown procedure yourself;
      71. All aircraft: wind noise sound with jettisoned or broken canopy won't disappear at 720 kph and higher speeds;
      72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
      73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
      74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
      75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
      76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
      77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
      78. Moving horizontal stabilizers control levers or wheels can be heard;
      79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
      80. In multiplayer, you can hear the engine starter of another player. 

      Because of the huge amount of changes, the track and mission format was changed. If you're an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using 'Convert missions to binary in folder' in the Mission editor).
       

       

       


       
      Please discuss the update in this thread.
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