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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
27. It's possible to limit the maximal gear by X and Z key;
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;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. 'Warmed up engine' option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
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;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
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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    • By 76.IAP-Blackbird
      Update 4.001

      IL-2: Great Battles Version 4.001 Launched – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released!

      Dear Pilots!
      Finally, we have reached a very important milestone for our latest IL-2 Sturmovik titles. Today, two projects moving from the Early Access phase to Official Release. The first of these is Battle of Bodenplatte, which acquired the last major content components that were missing - the seasonal textures for the Rhineland map and the Pilot's Career. However, this does not mean that work on this project is completely done, we plan to spend some time before we begin our next project on fine-tuning and polishing a number of its components and adding a couple yet to be completed pieces such as Air Marshal. However, we feel it contains enough content and features that we can begin to sell it in all our channels including Steam as we head into the Holiday Season. In addition, we plan to closely monitor your messages in order to improve the quality of the project as much as we can in the last part of 2019. Bodenplatte turned out to be a truly record-setting job for us, the volume of work done on the development of maps and aircraft of the late period of the war is unprecedented for us. The late period imposes serious additional requirements on the manufactured equipment; however, the result is extremely interesting. The included aircraft make an incredible impression, because this is already the "apogee" of piston powered planes and, at the same time, the "dawn" of jet aircraft. The Rhineland map impresses with its scale, size and richness of cities and the number and historically researched airfields. The career "Battle of the Rhine" takes place over a fairly long period of time that includes four seasons - from September 17th, 1944 to April 1st, 1945. The Career covers a very significant part of the war on the western front - more than half a year. Battle of Bodenplatte was a bold step for us and when coupled with our other two projects, it pushed us to our creative limits. We hope you will enjoy it! Also, a Standard Edition of BOBP will be coming soon with the P-38J and Fw-190 D-9 offered as Collector Planes to give users more buying options. BOBP will also be available on Steam in the coming weeks, there are still a few details we must work out there first.

      Flying Circus - Volume 1 is now available in its fully planned state and all the remaining ground-based equipment of the First World War have been added in our new standard of visual quality. Observation balloons with observers who may leap from their post when under attack are also included now. A number of improvements were also made on the map, primarily to the front line. We hope that users who purchase this project will like the step forward in comparison with our previous title Rise of Flight, especially in the visual quality of aircraft and the environment that we, together with our partner Yugra Media, have created for you. Although the flight models generally correspond to the ones from Rise of Flight, many of the improvements that have been made over the past 7 years for Il-2 Sturmovik play a role in Flying Circus as well. Such improvements automatically benefit all projects within the framework of our one common game world and give a new, previously unavailable experience of virtual flight and combat in the First World War. All these new opportunities unfold in their fullest when playing with the use of virtual reality devices. FC includes so many new things - new landscape technology, new lighting and clouds, better sound, new AI and improved ballistics, new graphic effects and new materials for aircraft surfaces, new detailing of textures and models - all this and much more gives the virtual pilots of the First World War something that is not available anywhere else. We hope to make more Flying Circus volumes in the future and we thank those who have jumped into this new product so far!

      Note: We have extended the $10 Off Early Access discount for days more, but it will go to full MSRP very soon. Make your purchase before the price goes up!

      Tank Crew – Clash at Prokhorovka is still under development, as one more tank and three self-propelled guns are being built by our DigitalForms partners. However, from the point of view of the gameplay, this project has almost reached its planned goals - this is expressed in the release of the Breakpoint and Last Chance scenario campaigns in this version. These campaigns tell the story, in the maximum possible historical manner we can, about the complex and intricate events of one of the greatest tank battles on the Eastern Front - the battle of Prokhorovka.

      This battle was not limited only to the events of July 12th, it took place over several tense days, from July 6th to July 16th, 1943. The events and outcomes of this battle are extremely complex and controversial. Although the Soviet troops and armored forces suffered heavy losses, the German command was never able to achieve their planned goals. At the end of the battle, the situation in this sector of the war front almost returned to what it was before it began. However, numbers or the “net book balance” does not always determine the magnitude of the event. The incredible tension, power, complexity and intensity of this military clash, which practically merged into one single and continuous epic multi-day battle, has few equals in world history. And the ambiguity of the outcome of the battle only enhances the intensity of the drama of these events, which do not require any embellishment - simply being retold "as is", without exaggeration is incredibly exciting. It should also be noted that the release of these tank campaigns is accompanied by the completion of the development of some of the most important features of Tank Crew – the radio and command interface. This will allow you to better control your own tank and your tank platoon. We also plan to continue the refinement of our tank project in the coming months as this project too readies for official release.

      And finally, the Achtung Spitfire! Scripted Campaign is also now released and ready to be played! Developed by our friends The Syndicate, this historically inspired campaign contains 20 missions featuring a fictional storyline that is inspired by historical events. Your character is a young Russian pilot from Siberia serving on the North Caucasus Front in late May 1943. The campaign features missions inspired by the Soviet 37th and 56th Armies attack on the German 44th Army Corps west of the city of Krymskaya. You’ll fly a bird of a different feather in the lend-lease Spitfire Mk.Vb over the beautiful Kuban region of the Soviet Union.  The campaign is great fun and full of action.

      This campaign also has a new feature. We have added support for special assigned skins for the player’s plane and other planes I the mission. This is a first for us in a pay-ware campaign such as this. However, to see them, you must download the free skin pack from HERE and place the skins in the Spitfire Mk.Vb Skins folder. We have decided to offer the skin pack as an optional download to lighten our distribution costs and the size of your install if you don’t own this campaign. The skin pack is offered free of charge of course.

      We thank you for your patience as we have readied this product for release and many of you have already pre-ordered it and we appreciate your support. Products like these add more diversity to our product line and help fund many new innovations and content for all of you.

      And now we proudly present version 4.001 to you, our friends, partners and customers. And like most huge updates, there are likely to be some bugs or other unintended issues missed in testing. We of course, as always, will address them just as fast as we can. We appreciate your support as we have worked hard to build all of these new products. Here’s to you and to more great combat-sim goodness in the future!

      The Sturmovik Team




      Main features

      1. "Battle of the Rhine" career timeframe consisting of five chapters added to Battle of Bodenplatte;
      2. Rheinland Autumn 1944 map added to Battle of Bodenplatte;
      3. Rheinland Winter 1944-45 map added to Battle of Bodenplatte;
      4. Rheinland Spring 1945 map added to Battle of Bodenplatte;
      5. Canon de 75 mle 1897 gun added to Flying Circus;
      6. 7.7 cm FK 96 n.A. added to Flying Circus;
      7. QF 4.5-inch howitzer added to Flying Circus;
      8. 15 cm sFH 13 howitzer added to Flying Circus;
      9. QF 13 pounder 6 cwt AAA gun added to Flying Circus;
      10. 7.7 cm FlaK L/27 AAA gun added to Flying Circus;
      11. Hotchkiss Mle 14 regular and AA machineguns added to Flying Circus;
      12. Spandau MG 08 regular and AA machineguns added to Flying Circus;
      13. Great War searchlights added to Flying Circus;
      14. Thornycroft J-type self-propelled AA gun added to Flying Circus;
      15. Daimler M1914 armored self-propelled AA gun added to Flying Circus;
      16. Benz LKW 1912 truck added to Flying Circus;
      17. Leyland 3 Ton RAF truck added to Flying Circus;
      18. Crossley T5 command vehicle added to Flying Circus;
      19. Mercedes Kettenwagen 22 command vehicle added to Flying Circus;
      20. No-mans land visually improved on Arras map;
      21. Amiens cathedral added on Arras map;
      22. Balloons added on Arras map in quick mission builder (QMB);
      23. Observers bail out from balloons on Arras map;
      24. Soviet tank campaign Breaking point added to Tank Crew;
      25. German tank campaign Last chance added to Tank Crew;
      26. Tank radio chatter added to Tank Crew;
      27. Tank commander interface  added to Tank Crew. Attention: it is engaged from commander seat by ~ key (tilde). For the driver to follow your orders turn autopilot on from the driver seat first (otherwise you will be driving the tank manually as before);
      28. Achtung Spitfire! Scripted Campaign is released;
      29. Simplified AI-controlled Pz.Kpfw. VI Ausf.H1 added;
      30. Simplified AI-controlled M4A2(75) added;
      31. Simplified AI-controlled M4A3(75)W added;
      32. New Extreme quality cloud setting added that makes the clouds sharper and less 'shifting'.
      33. Three new P-51 (by ICDP and Bugsy) and one P-38 skin added (by ICDP);  

      General improvements

      34. The color of aiming helpers for the guns, bombs and rockets has been changed;
      35. Ground vehicles navigate large bridges on Rheinland map correctly;
      36. Rheinland and Arras maps have cobblestone roads;
      37. Missing grass added to yellow fields on Prokhorovka maps;
      38. Mission designers can define the default GUI map view more accurately by using Normal type lines;
      39. Mission designers can use custom (unofficial) skins in the campaigns;  
      40. Career bug that caused the planes left in the air to be lost has been fixed;
      41. The visual image of rotating propellers in VR has been improved. New parameter "prop_blur_max_rpm_for_vr" can be added to startup.cfg, [KEY = graphics] section - it governs the maximum visible RPM of the propeller in case you don't like the current setting designed to minimize the visual artifacts caused by reprojection VR tech;

      Aircraft improvements

      42. Unlimited ammo difficulty option no longer creates bombs and rockets under a lost wing;
      43. MiG-3 flaps have been corrected - any change of the flaps limiter position retracts them first and then extends to a new position;
      44. A wrong shaking warning message has been removed from P-51D-15;
      45. The automatic supercharger gear change altitude has been corrected on P-51D-15 when using 150 octane fuel;
      46. Radio volume can be adjusted (LAlt+NumPad+ and LAlt+NumPad- by default);
      47. Pitch response curve for non-FFB joysticks has been corrected for all Flying Circus planes, making them easier to fly level. SPAD 13 and Dr.1 were adversely affected due to this change and will be fixed I a Hotfix;
      48. More aircraft controls are blocked when the pilot is unconscious;
      49. After rearming in a service area the guns are ready to fire immediately without pressing reload key;
      50. You can't see your own previous plane when starting again in multiplayer;
      51. Wrong technochat messages about rudder and elevator surfaces were corrected (like reporting a right part hit instead of a left one);
      52. Fw 190 D-9 fuel switch works correctly;
      53. Tempest Mk.V s.2 engine startup made faster;
      54. AI Bf 109 K-4s correctly start their engines on parking;
      55. FlyingTempest Mk.V s.2 without part of a wing became more difficult;
      56. Tempest Mk.V s.2 stall speed increased by 6 mph;
      57. Me 262 A elevator is less affected by ram air according to newly found data;
      58. RPM control helper won't sometimes turn on by itself on Expert difficulty;
      59. AI wing leaders flying on jet aircraft won't decrease their speed too much waiting for their wingmen;
      60. AI pilots try not to exceed 5G (6G if they have anti-G suits) to prevent the loss of consciousness;
      61. When starting a QMB mission close to AI aircraft they'll act more aggressively;
      62. A bug that could cause AI P-39 pilots to overrev and damage their engines has been fixed;

      Ground vehicle improvements

      63. Vertical gun aiming speeds on all player-controlled vehicles were made realistic according to their correct reduction ratios and the handwheel rotation speed which is the same for all vehicles;
      64. When player exit a gunner seat the gun or MG is left in the last aiming position;
      65. When gunner opens his hatch, the turret is left in its last position;
      66. Repairing of Pz.III main gun and turret traverse mechanism happens correctly;
      67. Panoramic gunsight on KV-1s and  T-34 (UVZ) mod.1943 tanks can be damaged by hitting its armored cupola;
      68. The repair process has been corrected to prioritize the leaks;
      69. Tiger main gun has been made sturdier against fragments;
      70. Simple AI ground vehicles with damaged wheels, engine or killed crew no longer become an unmovable obstacle;  
      71. A destroyed AI object no longer causes excessive damage to other objects ramming it;
      72. Ammo crates near artillery positions are not a difficult obstacle anymore;
      73. Simple ground vehicles have realistic gun aiming speeds;
      74. GAZ-AA and ZiS-5 trucks have correct mass (previously they had empty vehicle mass);
      75. Simple AI tanks and guns have a delay between initial aiming and opening fire and between destroying a target and engaging another;
      76. Detailed AI tanks button up when engaging a target;
      77. Detailed AI controlled T-34 (UVZ) mod.1943 is correctly counted in statistics;
      78. Destroyed Т-70 has correct tracks texture;
      79. The forward lights of the G-8 locomotive no longer shift from it when viewed from a far distance;

      Scenario campaign improvements

      80. Fortress on the Volga: aircraft appear and disappear according to the new visibility distance;
      81. Fortress on the Volga: you can encounter U-2VS when flying over the enemy territory;
      82. Fortress on the Volga: U-2VS and Hs 129 can be seen on airfields;
      83. Fortress on the Volga: the movement of all transport and armored columns has been corrected;
      84. Fortress on the Volga: Soviet tank attack in mission 3 has been completely overhauled;
      85. Fortress on the Volga: other minor improvements;
      86. Blazing Steppe: aircraft appear and disappear according to the new visibility distance;
      87. Blazing Steppe: you can encounter U-2VS in the air;
      88. Blazing Steppe: U-2VS, P-40 and Hs 129 can be seen on airfields;
      89. Blazing Steppe: the movement of all transport and armored columns has been corrected, there are more of them and they are larger;
      90. Blazing Steppe: new aircraft groups added;
      91. Blazing Steppe: all Soviet 85 mm AA gun batteries were overhauled;
      92. Blazing Steppe: all static objects have been updated to correct durability values;
      93. Blazing Steppe: the forces and mission logic have been corrected in missions 6 and 8;
      94. Blazing Steppe: other minor improvements.
      Please discuss the update in this thread.
    • By 76.IAP-Blackbird
      "Personal note, buying on their website contributes the Developer with 100% of your purchase"

      Dear Pilots!
      Battle of Bodenplatte, Flying Circus and the Achtung Spitfire! Campaign are nearing official retail release in just a few weeks and to celebrate we are giving you the opportunity to purchase our older Battle Modules and previous Scripted Campaigns for an amazing 75% OFF!! No doubt you will want to pick up our latest titles, but in case you don’t already own some of our previous titles, this is the most aggressive pricing ever offered!
      It’s also been 75 years since the time period in which our Battle of Bodenplatte title takes place. It’s was the height of the war on the Western Front and the Allies were struggling to break into Germany. This era was the pinnacle of piston powered aircraft designs and saw the first introduction of jet fighters.
      Oct. 15th - Oct. 31st 2019 on Website
      Oct 15th - Oct. 27th 2019 on Steam
      BOS = 75% OFF (Website and Steam)
      BOM = 75% OFF (Website and Steam)
      BOK = 75% OFF (Website and Steam)
      Blazing Steppe = 75% OFF (Website and Steam)
      Fortress on the Volga = 75% OFF (Website and Steam)
      Ten Days of August = 75% OFF (IL-2 Website Only)
      Havoc Over the Kuban = 75% OFF (IL-2 Website Only)
      Cliffs of Dover: BLITZ – 75% Off (IL-2 Website Only)
      All Rise of Flight Content = 75% OFF (Website and Steam)
      Official Webstore
      And don’t forget to Pre-Order our next upcoming Scripted Campaign – Achtung Spitfire! Available exclusively on the Official IL-2 Website
      As usual, if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.
      IMPORTANT NOTE: The $10 OFF Early Access discount for Battle of Bodenplatte and Flying Circus will be expiring in just a couple weeks. If you want to get that discount please don’t delay!
      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.
      The Sturmovik Team
    • By 76.IAP-Blackbird
      Dear Pilots!
      It’s our great pleasure to officially announce that our next Collector Planes for the IL-2 Sturmovik: Great Battles series will be the – Yak-9, Yak-9T and the Hurricane Mk.II.
      Both of these aircraft, or I should probably say all three of these aircraft, were important designs that were workhorses of their day that made great contributions to the war effort on several fronts.
      These particular planes were chosen so we can offer an even more diverse and well-rounded plane-set that benefits primarily our Eastern Front products, which we still care deeply about and as of now, the majority of our customers own the most of.
      The Yak-9 came in many different flavors and it derived from the robust Yak-7b design. The Yak-9 was used over many important Eastern Front battles and was a very versatile and reliable airframe. It was the most produced Soviet fighter of the war. The famous Normandie Niemen pilots also used a variant of the Yak-9 in combat as did many successful front-line Soviet units. The Yak-9 was light and maneuverable at low altitudes and gave her pilots a real chance against the Bf-109 and Fw-190s of it’s day although it was less armed than its German adversaries.
      However, the Yak-9T came packing the NS37 37mm cannon in the nose which was a heavy hitter. A 37mm round can do some serious damage to not only enemy airplanes, but also vehicles and armor. Due to the bigger length of the 37mm cannon, the cockpit of the -9T had to be moved rearward about 400mm to accommodate it, slightly changing its lovely profile. The Yak-9 was an important aircraft for the Soviet Union and will make an excellent addition to the IL-2 Great Battles Series!
      The legendary Hurricane, which was built by Hawker, became famous in the west for winning the Battle of Britain and for the many sorties flown in the Mediterranean and North Africa theaters. However, it was also widely flown on the Eastern Front as a Lend-Lease product and saw much combat over the vast landscape of the Soviet Union.
      Hurricanes were one of the very first Lend Lease types to reach the Soviet Union and they were pressed into service right away as a stop-gap fighter as Soviet industry moved eastward to safer locations. It would eventually be joined or replaced by other Lend Lease designs like the Kittyhawk and Airacobra and newer Soviet designs, but the Hurricane soldiered on in many combat roles across several fronts including Stalingrad and Moscow. They were also heavily used on the Northern sectors to protect important warm water ports.
      Soviet ground crews also employed several weapon modifications which had a heavier punch than its original Browning machine guns. We hope to model most of these modifications. The Hurricane in Soviet service was a lengthy affair that deserves inclusion in IL-2 Great Battles.
      Without further delay, here are some very early Work-In-Progress renders of the Yak-9 and Hurricane in production. As is customary, Pre-Orders for these planes will commence in just a couple weeks and they will be ready for duty first half of next year. Remember, that by purchasing Collector Planes you allow us to continue to make important and interesting aircraft that we may not have been able to include in our main titles.
      The Sturmovik Team

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