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Showing most liked content on 11/17/2017 in all areas
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6 points
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5 points
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4 pointsIf you guys are able to develop these bits and pieces into a comprehensive "ambience" mod, I am willing to make some ground objects to go with it. For example, heavy artillery has not been modeled much - most guns are in the field artillery class. Heavy artillery would be so far back from the trenches that there would be no visual conflict with distant explosions in no man's land. Also, they would add to the list of targets - either emplaced or in transport.
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4 pointsHere is one more Vid. Sometimes the effect doesn't show. I'm still testing and trying to figure out when it shows and why. but when it shows its a very cool realistic feel when flying over the front. I can place the "ghost artillery all over the front.
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4 pointsWIP stuff... Skyhawk trying to evade SA-9 missile Pilot was lucky... missile exploded near the aircraft and just hit it M-11 Shtorm
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3 points
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3 pointsYour welcome, but - to be brutally honest - I work to please myself. If you guys appreciate the results, then everybody wins. If not, there are plenty of other aircraft to fly. Cockpit progress shots.
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3 points
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2 pointsThe OnGroundPitchAngle determines how the plane sits when it's parked, if you get it too high, the tail skid may go underground and the drag will slow the plane down. I've had this problem if I land on a slight hill, then I can't get the speed to take off again. You need a little drag at the tail or the plane may pull to the right when it first starts rolling. I always have to be careful with this number when I make a plane. In the AIData, there's a setting for TakeOffRotationAngle, does this control the pitch of the plane as it leaves the ground? I've also noticed in some planes that the tail lifts before the wheels do, different planes seem to do this more than others. What controls that?
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2 pointsOf all the aircraft you're working on, this is the one I'm most interested in, since the model we have now is old, and nowhere near your quality. Thanks for everything you give us, Geezer.
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1 pointFor all you Guys out there, who has no interest in "just" Germans vs Soviets in a WW2 scenery, the Il2 team has surprised us today with a GREAT Announcement!!! The Pacific Theater is still planed but... Ladies and Gentleman, may I present to you: Dear Friends, Once again, it is my honor and pleasure to announce our current and future plans for the modern IL-2 Sturmovik product line. It has been about fifteen months since I told you about our plans for Battle of Kuban and beyond. Today we make our biggest announcement yet! However, before we do, we are happy to inform you that Battle of Kuban is nearing completion and should be finished by the end of this year as planned. We were able to meet our biggest objectives and complete many other new ones not in the original plan. The list is too long to post in this announcement, but our Developer Diaries tell the tale quite well. Some minor features that did not make it into Kuban will be included in the next product development cycle. Development never stops for us and we continue to march onward and upward! Our beloved Sturmovik has never looked or played so good! The Sturmovik development team is an amazing group of people who work tirelessly to bring you the combat flight-sim experience you want. As their Producer and partner for many years it still amazes me what they can accomplish. They deserve your continued support. Please show them how much you appreciate their work. We also want to say thank you to our customers who have helped us weather the storm and keep going. We cannot do this alone and so many of you help us when we need help and so many of you have told your sim buddies to purchase our products. We thank you from the bottoms of our hearts. This community is a special one and we’re in this journey together. Without further delay, our next title, sorry, our next THREE IL-2 Sturmovik titles are going to be the following - BATTLE OF BODENPLATTE, FLYING CIRCUS and TANK CREW! That’s right, Sturmovik is expanding into new territory and we are going to tackle building and releasing three new titles in 2018 and into 2019. All titles will be unique in their own way and all will be branded IL-2 Sturmovik and will share the same client software. Flying Circus and Tank Crew will be their own series within the Sturmovik ecosystem and give Sturmovik fans new ways to have fun. This ambitious and aggressive development plan will be made possible by working with talented professional studios whom we have partnered with in the past few months. If everything goes to plan this will allow us to do parallel development like never before. More about our partners and their role in future development diaries. Battle of Bodenplatte Although it was technically an “operation”, for continuity sake, we’re calling it a battle! Battle of Bodenplatte will explore the air war near the end of 1944 and into 1945. This late-war setting offers a wide variety of classic fighters and fighter-bombers for you to fly including some of the hottest piston powered airplanes to ever grace the skies. In addition, we’ll introduce our first jet aircraft! The Allies flew many low-level tactical missions into Germany from bases in Belgium and Holland during this time. In a desperate attempt to stem the tide of war, the Germans launched a surprise attack on Allied airfields on January 1, 1945. The ensuing battle became legendary. Planned to be Included in Battle of Bodenplatte: Flyable Aircraft and Content: - Bf-109 G-14 - Bf-109 K-4 - Fw-190 A-8 - Me-262 - P-51D - P-47D - Spitfire Mk. IX - Tempest Mk. V - Fw-190 D-9 (Collector) - P-38L (Collector) - B-25 (AI) - European Low-Countries Map (Final size TBD) (Parts of the Netherlands, Belgium and Germany) - Many Allied and Axis airfields, cities, towns and villages. Winter and Summer textures are planned. - New Allied and Axis Ground Units and Scenery. Battle of Bodenplatte Pre-Order Launched! As of today, you can Pre-Order Battle of Bodenplatte in our webstore. As always this will give you access to Early Access and a Pre-Order discount! The Pre-Order price is $69.99. Just click on the image to order. Flying Circus – Volume I Flying Circus will finally give our loyal and patient Rise of Flight customers a new way forward into the future! Our eventual goal is to essentially re-build ROF inside of the Sturmovik universe and give WWI all the latest technology like VR, 64bit, DX11 and improved visuals. We will start by focusing on re-furbishing ten of our existing WWI airplanes and providing a partial map of France to fly and fight over. Subsequent Flying Circus products will further expand content and we’ll work to integrate Flying Circus into our Campaign and Career systems over time. Volume I is merely the first important step and it will be a lot of fun! If Flying Circus proves popular we can eventually fire up the Great War assembly line and break out the canvas and timber once again to make some new crates! Guynmere, Fonck, Coppens, McCudden, Bishop, Rickenbacker and von Richtofen shall fly again 100 years later! Planned to be Included in Flying Circus – Volume I Flyable Aircraft and Content (Tentative List): - SPAD 13 C.1 - Sopwith Dolphin - Sopwith Camel - RAF S.E.5a - Bristol Fighter - Albatros D.Va - Fokker Dr.1 - Fokker DVII - Pfalz D.IIIa - Halberstadt CL.II - France map (100 x 100km Approx.) - Several airfields, cities, towns and villages. Summer textures are planned - No Man’s Land - Entente and Central Powers Ground Units and Scenery. Pre-Orders for Flying Circus will be available sometime first half of 2018. Tank Crew – Clash at Prokhorovka Tank Crew will be expanding upon our initial adventure into tank combat by including ten new tanks and armored vehicles and improving our two existing tanks. Tank Crew will create a ground combat component that can be integrated into single-player content and multiplayer servers. Our tanks will be multi-crew in multiplayer which most other leading tank games are not capable of. Our playable tanks will also be modeled both inside and out with realism in mind and improved damage modelling. The map will feature the southern portion of the Battle of Kursk with the village of Prokhorovka and town of Belgorod included. The map will also be built somewhat differently giving tank players a better ground environment then our current large maps. Further details about Tank Crew will be released as development ramps up. Planned to be Included in Tank Crew – Clash at Prokhorovka Playable Tanks and Content (Tentative List): - T-34-76 STZ - KV-1s - M4A2 - SU-122 - SU-152 - ZIS-5 + 72K - PzKpfw III Ausf.L - PzKpfw IV Ausf.G - PzKpfw V Ausf.D - PzKpfw VI Ausf.H1 - Sd. Kfz. 184 - Sd. Kfz. 10 + Flak38 - Prokhorovka - Belgorod Map {100x100 km Approx.) Pre-Orders for Tank Crew will be available sometime first half of 2018. LA-5 FN and Bf-109 G-6 Pre-Order Launched! In addition to all this amazing news we have launched pre-orders for the deadly La-5FN and Bf-109 G-6. These two planes further build our plane-set and fill in gaps in the Soviet and German war chests. Pre-Order now and enjoy a discount! Each aircraft is $14.99 for a limited time. Click on the image to order. IL-2 Sturmovik: Great Battles Demo and Series In 2018 we plan to release a Free Limited Demo for Sturmovik that will allow new customers to easily try Sturmovik. Users can then purchase content to turn their demo into their home-base for all things Sturmovik. More details on the Great Battles Demo first quarter of 2018. In addition to the demo, our entire collection of products will be made part of the IL-2 Sturmovik: Great Battles series. Any product displaying this logo will be compatible with one another and part of the overarching collection. Digital Warfare Engine Previously our simulation engine was known as the Digital Nature Engine. Over the years many, many changes and improvements have occurred that has essentially re-written almost all of the engine and it now supports a wider range of vehicles. To commemorate this new reality, we have christened our updated engine the DIGITAL WARFARE ENGINE. Larger Picture As you can see we have ambitious plans for Sturmovik. No doubt you will have many questions and concerns about what we have announced. The bigger picture is that are now ready to try making parallel products for our WW2 fans, WW1 fans and possible new customers who enjoy tank battles. But beyond that, we hope to accomplish the following in our next development cycle. - New MP matchmaking system and lobby with chat - Improvements to aircraft fuel systems and add drop tanks - Oxygen masks for pilots at high attitude - Jet engine technology and associated physics of higher Mach numbers - Improvements to AI - Option for 4K skins by default and preview pics in the GUI for Custom skins - In-Game Model Viewer (hold over from Kuban) - Mods On/Off (hold over from Kuban) - More attractive GUI and better GUI optimization …. and many other small, medium and large improvements to usability, functionality and performance. Last but not least, part of our overall plan is to work with one of our long-time professional development partners to produce airplanes. This is not a guaranteed success and much work needs to be done to make this a reality, but we are giving it a shot. There is much more to our airplanes than just the model. Much training will need to be done to pull this off. If successful, we plan to make the Li-2 next. We are making NO PROMISES, but here are a couple very early WIP pics. Bonus Images For your enjoyment I commissioned a few extra images for our upcoming products. These are NOT THE OFFICIAL IMAGES for our new products and should not be used in that way or used in any media. However, we felt you would enjoy this special artwork and give you a sense of what is coming. Enjoy! You can discuss this announcement in this thread and read further comments from Jason that address this plan in even more detail. See you in the skies and thank you for your continued enthusiasm and support! Jason and the IL-2 Sturmovik Team The original Link https://forum.il2sturmovik.com/topic/32254-announcing-battle-bodenplatte-flying-circus-tank-crew-and-mo/
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1 pointClose call with 20 MIGS as F-106's fly EC-121 escort during USS Puablo incident 94th FIS deployed to Osan AB, Korea. By Bruce Gordon F-106 pilot 94th FIS. The tactics they would have used with the F-106 in the last page are fascinating. I've always thought of the F-106 in its context as a bomber interceptor not as a fighter on CAP engaging other fighters! Remember this is pre project 'Six shooter' so these F-106 have no gun and only two shots of missiles each as the F-106 fired two of its four Falcon missiles with each shot- it could not fire missiles singularly excpt for the nuclear AIR-2 Genie rocket.
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1 pointdtmdragon, have you watched Bruce Gordon's videos on Youtube? https://www.youtube.com/user/spiritofattack/videos
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1 pointWell, have now experimented with the data ini for the HD1 - it was missing a TakeOffRotationAngle entry so I plugged that in, reduced the values; also reduced values for OnGroundPitchAngle, for Min and Max Pitch for Altitude; also reduced the value for the PitchForAltitude entry, set the cg to slightly nose forward - and no change, it still likes to ascend vertically and do a couple of loops to impress everyone on the field. This leads me to believe that the problem is too high a value for the Alpha Stall/Max/Depart entries on the airfoil sections (FM stuff) - will reduce those and see if it gets rid of the problem, since those remain untouched from the original unmodified data ini. Happy flying, Von S
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1 pointI suggest you guys experiment with existing guns, craters, buildings, etc. If you come up with something that looks good, then I'll make some new 3D models - either as ground objects or terrain objects. So long as they are static, not dynamic, it makes no difference to me.
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1 pointYes! Also, Stephen1918 developed some nice ambience effects with his smoking craters. Perhaps Steve's and Quack's stuff can be combined?
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1 pointMega Pack C6 (24 May 2006) http://www.checksix-fr.com/bibliotheque/index.php?page=detail&ID=4541
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1 point
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1 pointHere is what my "ghost" artillery looks like. Lots of explosions without the gun fire effects and gun fire sounds. only the explosions and dirt spikes.
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1 pointYes, Stephen, it was your smoking craters that started me thinking about this in the first place, along with the light emitter from the lighthouses in Korea. My mind often puts disparate things together; it's part of the psychosis. Then again, these juxtaposed things often don't work together, and that's probably the case here, because of the way the game engine works. One odd thing I noticed using Mue's Cat extractor, FE2 seems to contain all the effects from SF, but they may be turned off in FE2. It''ll be interesting to see if they are. Time to break a few eggs.
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1 pointI was working on this a couple of months ago. I used a destroyed truck .LOD as the main object set as Artillery. I changed the accuracy of the gun so it would fire all over the place at short range to stay within "No-Mans-Land". I placed infantry objects all around certain areas so the new "Artillery" would have something to shoot at. It does work but for some reason only sometimes. I would fly over an area and could see random artillery explosions. The problem is the new artillery object seemed to be firing on the nearest AAA objects. Not the infantry I placed around. And most missions there wouldn't be any action at all. Cant figure out why since the artillery object and infantry are permanently on the map for every mission. Also I removed the gun fire and sound from the new Destroyed Truck .LOD object. So all you hear or see is the secondary explosions. It is very cool to see. looks as if there is a battle down below. I placed several new artillery objects around so there would be a lot more explosions. they never hit anything. Which is good. I have been able to work on it any further. Too busy lately. But it does work.
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