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76.IAP-Blackbird

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Everything posted by 76.IAP-Blackbird

  1. Update 4.504 Dear Friends, New player controllable aircraft or vehicles aren’t ready yet, but we have decided to release the update 4.504 that improves many aspects of the sim. The main feature of this update is the increased visual detail of the landscape at close distances, which is a graphics option. It makes the terrain bumps and unevenness, that were previously only calculated in physics, to be visible. Overall, this improvement makes the vehicle and aircraft movement on the ground look much better and natural. The second main feature is a nearly complete overhaul of the sound volume balance in the aircraft cockpits which was done with the help of pilots that have experience flying similar aircraft, resulting in a more realistic sound environment in the cockpit. There are many other important changes as well, for instance, many graphical effects were improved like large structural fires in cities and more detailed tank cannon fire effects. Even the grass now bends when you fire the tank main gun! The full changelist follows: Main features 1. The terrain bumps that were previously only in the physics are now visible at a short distance, resulting in a much better visual look of the wheeled and tracked vehicles and planes on the ground movement. The detail of this visualization can be adjusted or completely disabled and works at ‘Medium’ or better graphics settings preset; 2. The movement of all simplified ground vehicles (cars and tracked vehicles) also looks more realistic since the benefit from the new tech as well; 3. Tanks transmission modeling was made more detailed, increasing their maximum climb angle; 4. New RAF paint scheme added for P-39L-1 by Martin =ICDP= Catney; 5. P-39L-1 pilot got a new visual model, animation of removing glasses on the ground and donning an oxygen mask at high altitude. In addition, setting the country of the plane to the UK or USA in the mission file changes the pilot model to UK or USA pilot accordingly; 6. The ram air noise sounds depend on the flight speed, taking into account the position of the pilot's head in the cockpit (in the center, near the side, overboard) and the cockpit canopy state (open or closed). The volume of the ram air noise has been increased, giving more audio cues in a closed cockpit; 7. Airflow noise sound when stalling or at a high-G load has been improved; 8. Stall sound on Yak fighters was adjusted to be more informative at high angles of attack; 9. The volume of other sounds in the cockpit (the noise of the aircraft moving on the ground on the landing gear, the hissing of the flaps and landing gear valves, the background power grid noise, radio communications, etc.) is balanced according to the new volume of the airflow noise. Corrections were made to the sound volume of several engines as well; Tank improvements 10. New motion blur effect improves the look of the player controllable tank tracks if the ‘Cinematic Camera’ option is checked; 11. All Tank Crew module tanks got new gun and machine gun firing effects that depend on the muzzle power. If a gun has a muzzle brake, the effect has a corresponding shape. In addition, firing the main gun temporarily causes the grass nearby to bend down; 12. The "jitter" animation issue of aircraft and tank gunners when the player left the corresponding station has been fixed; 13. The tank turret stays in place when the player switches from the gunsight view to another station and there are no visible enemy targets for AI gunner to engage; 14. When giving an order to other tanks in the platoon only existing tanks are shown in the menu; 15. Only existing ammo types are shown in the commander menu when selecting the ammo for your tank; 16. AI gunners will correctly engage a target when several different targets were assigned by the commander one subsequently; 17. AI will load correct ammo as instructed by the commander; 18. Gunsight zoom on VR devices with canted displays and Parallel Projection mode works correctly; 19. M4A2 visors won’t look too bright in an external view; 20. The remaining .50 cal ammo is shown correctly when the M2 MG installed on the M4A2 tank is in the anti-aircraft firing position; 21. It’s no longer possible to hit the M4A2 turret by pushing the AA MG down and left to the limit when firing; 22. The free T-34/76 STZ (1942) tank turret switches to manual turret traverse when the generator is not working; 23. The free T-34/76 STZ (1942) tank field of view when looking through the gunsight has been fixed; 24. Free T-34/76 STZ (1942) and Pz.Kpfw.III Ausf.L tanks have their turret traverse speeds reduced the more they are tilted, just like Tank Crew tanks; 25. SU-122 SPG mass has been corrected according to the latest data found (30900 kg); 26. Commander's machine guns (KV-1s and M4A2) won’t ‘stuck’ when trying to swivel them looking through the sights in VR mode; 27. The graphic effect and sound of a machine gun or tank gun firing won’t stuck when the tank is blown up; 28. In Quick Mission - Duel, tank settings are correctly applied; 29. The 1st and 3rd missions of the "Last Chance" German tank campaign were optimized to be playable on 3.0 GHz processors (without time compression); 30. The vertical adjustment sound of the PT4-7 and PG panoramas (KV-1s, T-34UVZ-43, SU-122 and SU-152) was removed since they can be adjusted along this axis separately; Aircraft improvements 31. Pilot AI won’t dive into the ground after receiving a command to attack a ground target if there is no ammo; 32. Fighter pilot AI won’t open fire too far away in a ‘face to face’ attack; 33. A rare issue that could make an aircraft to levitate above the ground or sink into it up to 1m depth (it happened more frequently on Arras map) and therefore cause damage to it has been fixed; 34. U-2VS wing damage when touching the ground during taxiing has been reduced and the landing gear damping settings have been corrected. Now it is possible to land and take off on an unprepared field with a bit of luck; 35. U-2VS formation and landing lights functioning was corrected; 36. Pe-2 series 87 top turret camera corrected in VR mode; 37. Torn off A-20B bomb bay doors behave in a physically correct way; 38. A-20B bomb bay doors will be torn off during an emergency landing (landing gear up) only if they were opened; 39. A-20B cockpit view won’t shake when the mission starts; 40. P-51D level autopilot won’t turn off by itself at the start of the mission in the air if the fuel tanks are full; 41. Visually inverted MC.202 propeller pitch has been corrected; 42. The P-39L-1 antenna won’t ‘hang’ in the air if the tail section is broken; 43. Audio and visual effects when hitting the outboard cannons and bomb and rocket racks were corrected for IL-2 (all modifications), Bf-109 (all modifications), FW-190 (all modifications) and MC.202; 44. IL-2 mod. 43 gunner and rear fuel tank armor has been corrected; 45. An issue that could cause the aircraft with a repaired wing to move instead of stop when applying the wheel brakes has been fixed; 46. Pe-2 series 87 surface material won’t visually change when moving away from it; 47. A-20 cockpit glass won’t visually change when moving away from it; 48. P-51D-15 spinner was made less shiny; 49. Visual artifacts on the Bf 109 E-7 cockpit glass were eliminated; Other improvements 50. The visual image of the sea surface was improved up close (the blackness on wave crests, shadows shake, reflection and glare when the camera was directed downward very close were corrected); 51. Fixed an issue that caused ships and aircraft on the sea surface to be unaffected by the movement of the waves; 52. Fixed an issue that prevented the submarines from moving when the waves were high; 53. Fixed a rare issue that could display a black screen when switching to F11 free camera; 54. F11 camera movement was made smoother; 55. An incorrect factory building roof in Stalingrad that glowed at night has been corrected; 56. The visibility range of large fires (static effects City_Fire, City_FireSmall, VillageSmoke and their new cyclic versions) has been increased to 100 km; 57. Settlement fire effects in Career, Quick Missions and tank campaigns won’t periodically disappear and reappear or ‘flip’ when you move the camera around them. These effects now illuminate the surroundings as well; 58. Three factory chimney smoke effects for mission creators were added: Chimneystalk_smoke_white, Chimneystalk_smoke_grey, Chimneystalk_smoke_black; 59. The “DummyGroundExpl” explosion effect set in the mission has been restored; 60. Visual mission effects AmmoExplosion and AmmoExplosion_Big have corresponding sounds; 61. House_smoke effect starts correctly, without an overly intense and dark first phase; 62. Сyclic settlement fire effects City_Fire_Loop, City_FireSmall_Loop and VillageSmoke_Loop won’t visibly disappear and reappear or ‘flip’ when you move the camera around them, greatly simplifying their use by mission designers and reducing the resulting performance impact; 63. German and French translations of Last Chance, Breaking Point and Wind of Fury campaigns were corrected. Please discuss the update in this thread.
  2. ear friends, As you know, the long-awaited Tank Crew - Clash at Prokhorovka was released officially recently. This is a very important milestone in the development of the IL-2 Great Battles series even if it has deviated from the aviation theme a bit. However, those of you who read our Dev Blog regularly know that the tank project development contributed to the aircraft features immensely. And while today's Dev Blog is dedicated to tanks, in the near future all the aircraft in the series will benefit from both things we'll tell you about (3-dimensional visualization of the terrain unevenness and graphics effects improvements). First, though, we'd like to show you the new Tank Crew promotion trailer created by =HH=Pauk. It showcases the main features we focused on with our partner Digital Forms during the development - operations of the realistically looking and accurately modeled combat vehicles on the real terrain that were recreated according to historical documents of the Prokhorovka battle and the events immediately before and after it. Taking into account the two bundled historical campaigns, it is a massive historical reconstruction of the tank actions in that area. Here it goes: It is well-known that we continue the improvement of our modules long after their official release dates, that's why we keep them in one 'package', so all the modules shared the newest benefits of the sim core. In the next update, you'll see the terrain roughness that previously was modeled physically and affected the tank movement is now visible and have a realistic size and layout. This also affects the aircraft in case of an emergency landing in a field. The second addition is the set of newly developed gunfire visual effects for the detailed tanks - their guns and machine guns. Before all the gunfire effects looked similar, but now they'll differ depending on the muzzle brake and the power of the gun. We plan to do the same for the aircraft guns of the planes in development and later on for the previously released ones. This video demonstrates the new effects better than many words can: Enjoy! The Sturmovik Team
  3. Hello everybody, Many of you ask us how is the development of the recently announced mobile AAA is going. The physical model of a wheeled vehicle is nearly complete while the visual model of the Soviet GAZ-MM with 72-K AA gun being developed by our partners at Digital Forms has made good progress. You can see the attention to detail on these screenshots, it's really a labor of love: You may wonder how fast the German half-track chassis can be developed since it is partly wheeled and partly tracked, but in our engine, the player controllable vehicles have a sophisticated module structure where a combination of various propulsion types is possible. We plan to start the implementation of the German AAA half truck soon. On the other hand, the AA gunsights are a new thing, but we hope to make them as functional as Tank Crew artillery sights. Meanwhile, we're working on updating all the existing aircraft in the sim with the new visual models of the crew. All the fighters were given the new pilot models where it was possible to do in a universal way previously, and now we're adding the new models to the planes where unique adjustments are required. In the coming update, you'll get the new pilot model for P-39L-1. More detailed pilot appearance aside, this also means that an American or British pilot will be displayed if a P-39 is set to one of the countries in the mission file. Also, our friend Martin =ICDP= Catney have created an additional RAF skin for this airplane. Another of the many questions we got recently after showing the video of the new terrain effect on the vehicles, is how the new detailed terrain roughness will affect the aircraft outside the prepared airfields when making an emergency landing for instance or taking off from a field (which is an even more difficult task naturally). We think the best answer would be another short video: Enjoy! The Sturmovik Team
  4. Attention Pilots! The Annual Autumn Sale has begun in the IL-2 Official Webstore and on Steam! Save between 25% to 85% on most items. With the world still grappling with quarantines and lockdowns now is a great time to explore the Sturmovik universe in great depth by playing our Pilot Career or a Scripted Campaign or try your Tank Commander skills in our newly released Tan Crew – Clash at Prokhorovka or perhaps give multiplayers a try? There are so many gameplay options and something for every style of virtual pilot! The Annual Autumn sale runs from 10:00am PST November 25th to 10:00am PST December 1st in the IL-2 Official Webstore and on STEAM. IL-2 GREAT BATTLES IN IL-2 OFFICIAL WEBSTORE IL-2 IL-2 GREAT BATTLES ON STEAM BOS – 85% Off BOM – 75% Off BOK – 75% Off BOBP – 66% Off FC1 – 66% Off TC - 13% Off (Launch Discount on Steam Ends on 11/27) Hurricane Mk.II - 25% Off (Launch Discount on Steam Ends on 11/27) Yak-9 – 30% Off Yak-9T – 30% Off Fw-190 D-9 – 66% Off P-38 J-15 – 66% Off U-2VS -75% Off Ju-52/3M – 75% Off Bf-109 G-6 – 75% Off Yak-1B – 75% Off Spitfire Mk. VB – 75 % Off LA-5FN – 75% Off HS-129 B-2 – 75% Off P-40E-1 – 85% Off Macchi MC.202 – 85% Off Fw-190 A-3 – 85% Off LA-5 Series 8 – 85% Off Blazing Steppe – 75% Off Fortress on the Volga – 75% Off Ten Days of Autumn – 75% Off (Webstore Only) Havoc Over the Kuban – 75% Off (Webstore Only) Achtung Spitfire! – 75% Off (Webstore Only) Hell Hawks Over the Bulge – 30% Off (Webstore Only) Ice Ring – 30% Off (Webstore Only) IL-2 DOVER SERIES IN IL-2 OFFICIAL WEBSTORE IL-2 DOVER SERIES ON STEAM Desert Wings Tobruk – 25% Off Cliffs of Dover Blitz – 75% Off RISE OF FLIGHT IN ROF OFFICIAL WEBSTORE RISE OF FLIGHT ON STEAM All ROF Content – 75% Off Enjoy! See you in the skies! The Sturmovik Team
  5. Update 4.503 Dear friends, Less than two weeks (wink-wink) have passed since the previous update and we just released another - 4.503. It doesn't contain so many changes, but it adds a new aircraft to the Battle of Normandy Early Access - Bf 109 G-6 late. With the MW-50 injection system engaged, it was a formidable machine capable of confronting the Allied fighters of that time. Normandy map and Battle of Normandy Career are still in development according to the development plan, but you can already use the new addition in the Rheinland career - we've added it to the five groups that have been using this Bf 109 during the Rheinland career timeframe historically. Also in this update, 4K external texturing for the German heavy fighter Bf 110 G-2 (Battle of Kuban) is added. As with other updated planes, this change is a big visual improvement. There are several improvements for Tank Crew as well in anticipation of its official release. The full changelist follows: 1. German fighter Bf 109 G-6 Late is available for Battle of Normandy owners; 2. Bf 109 G-6 Late added to the following Rheinland Career mode (Battle of Bodenplatte) groups the player can join: I./JG 3, II./JG 11, III./JG 26, III./JG 27 and II./JG 77. It is also used by AI-controlled groups III./JG 1, III./JG 4, III./JG 53, I./JG 76 and III./JG 300; 3. German heavy fighter Bf 110 G-2 has 4K quality external textures created by Martin =ICDP= Catney; 4. Pz.Kpfw.III Ausf.M player controllable tank now has a lower armor plate under the rear overhang modeled; 5. All player controllable tanks now have bulkheads (made of regular steel) between the fighting and the engine compartments; 6. M4A2 tank commander animation corrected (due to an error he could be wounded by enemy MG fire when inside the tank); 7. AI-controlled ground vehicle tracks are resistant to combat damage similarly to player controllable vehicle tracks 8. Combat damage resistance has been corrected for several player controllable tank tracks; 9. The maximum speeds of the simple AI-controlled tanks now correspond to the detailed ones; 10. Tracked and wheeled vehicles move up the hills faster and more realistically; 11. Recently released Tank Coop missions were improved; 12. Tank gunner AI prefers APHE ammo when it estimates that the target armor can be penetrated with different ammo types at the current relative position; 13. Tank driver AI has been improved, resulting in less jerking while driving backward; 14. Oxygen mask breathing sound has been toned down a bit; 15. Bf 109 G-2, G-4, G-6, G-14 and K-4 wheels texturing has been improved; 16. Hurricane Mk.II compass now has fluorescent needles; 17. A rare issue with generating a new day in the Career mode has been addressed.
  6. Dear Friends, We know that the Battle of Normandy pre-order customers are eagerly waiting for its planes to arrive. It's understandable, but in spite of our team keeping the development rate at a very high level, creating an aircraft with the fidelity worthy of our simulation from scratch is very time consuming and labor intensive. The main bulk of the Normandy planes list will arrive next year. However, some of the planes that are based on the previous ones will arrive sooner. We have already released the P-47D-22 'Razorback' and as soon as next week another one will arrive - the German Bf 109 G-6 Late fighter with an enlarged tail and additional modifications which are characteristic for the year 1944. This includes the MW-50 water-methanol injection system and an improved cockpit canopy - the 'Erla Haube'. Being part of the 109 family, this fighter also has very good flying characteristics and powerful weaponry. The MW-50 allows increasing the power near the deck from 1480 to 1800 HP, increasing the maximum speed from 528 to 573 km/h. Of course, the engine power increase also improves the turn radius and climb rate which are invaluable in a dogfight. This late G-6 variant could also carry the WGR.21 heavy unguided rockets in jettisonable underwing launchers. Enjoy! The Sturmovik Team
  7. Update 4.502 Attention Pilots! On this chilly Autumn day, we’re releasing a large update to IL-2 Sturmovik - update 4.502 is here! The star of this update is the new Hurricane Mk.II Collector Plane. This plane has the most modifications in our sim and with a wide range of weapon loadouts available this makes it 5 aircraft in 1. You get several variants including the IIa, IIb, IIc, IId and the one with the Soviet armament. The famous Dust Filter and Merlin XX engine with +14lb boost are also available. On top of all that, you can use the new bird in the Career mode right away - we added it to the Battle of Moscow and the Battle of Stalingrad careers. In addition to the Hurricane we have added the legendary С-47А "Skytrain" transport plane for the Battle of Normandy. The C-47 is AI only, but adds a new dimension to our missions and variety of Allied aircraft you will encounter in the sky. It is also great for mission makers who want to make supply runs an integral part of their battle. And finally, Battle of Moscow players receive new 4K quality skins for the Bf-110 E-2 thanks to our talented friend Martin =ICDP= Catney. On the technical front we have added a new and more realistic G-load physiology modeling system. This work was described in great detail in our Developer Diary #263. Additionally, a lot of work was done on all the aspects of the ground battles, significantly improving the quality and realism of Tank Crew engagements. There are many improvements to the pilot AI as well in this update. And finally, long-awaited Career mode improvements are finally starting to arrive. Main Features 1. The Hurricane Mk.II Collector Plane is now available to its owners; 2. The C-47A transport aircraft is now available in the sim as an AI enemy or ally in the Quick Mission mode. It can also be used in the custom missions as an AI transport aircraft; 3. Female crews got female voices in the radio messages; 4. Pilot physiology modeling has been improved significantly. This is described in detail in the Developers Diary #263; 5. The zoom function now works correctly on VR devices with canted displays (Pimax) without using the performance-intensive Parallel Projection mode; 6. New multiplayer scenarios, including Cooperative ones, are added for Tank Crew (you can create a server directly from the game by selecting a scenario or scenarios from the Multiplayer\Cooperative\TankCrew or Multiplayer\Dogfight\TankCrew folders); 7. 4K external textures for Bf 110E heavy fighter (Battle of Moscow) are added thanks to Martin =ICDP= Catney; 8. A-20 and B-25 bombers got new paint schemes with invasion stripes for different timeframes; Tank Crew Improvements 9. Several missions of the Soviet tank campaign "Breaking point" were improved; 10. Both tank campaigns are now available in Simplified Chinese, German and French; 11. KV-1s got an additional paint scheme; 12. It is now possible to use binoculars or personal weapons after pressing the "T" button (except for the M4A2 tank, where binoculars and personal weapons cannot be used simultaneously with a machine gun); 13. It is now possible to designate a waypoint on the ground in a command mode while using binoculars; 14. The enemy spawn point in Tank duel quick mission is correctly randomized after the destruction of a previous one if the player did not leave its spawn point; 15. It is now possible to designate a target in a command mode while using binoculars; 16. Fixed the issue that prevented the tank commander from using binoculars or personal weapons after pressing the "T" key if he does not have a machine gun to operate; 17. Trying to fire the M4A2 machine gun while using binoculars or personal weapons won’t work; 18. AI gunners use bracketing the target with fire when engaging the ground targets both for the range and (if the target is moving or there is a wind) the azimuth error. The size of the initial aiming error depends on the AI level, distance, target speed and wind; 19. Ground AI gunners now have a certain delay in detecting and starting aiming at a new target depending on the AI level, distance and density of the group of enemy targets; 20. Ground AI vehicles return the turret and/or gun to the traveling position only after a considerable time after the destruction or disappearance of the last enemy target from the field of view; 21. Fixed an issue where detailed AI tanks (and especially self-propelled guns) could not hit the target at minimum distances (they were firing above the target); 22. SU-152 will correctly stop for a shot and won’t drive towards the target without firing; 23. The extra (maximum) AI level parameter has been removed from the Quick Mission, it caused errors in the AI functioning; 24. Fixed a bug due to which the AI controlled tanks did not attack obviously visible targets in some rare circumstances; 25. A bug has been fixed due to which there was no difference between aircraft or ground vehicle gunners with different AI levels; 26. The enemies and allies have correct marker colors in tank Coop missions; 27. Detailed damage buildings on Prokhorovka map are correctly displayed at far distances (the inner side of the walls was invisible far away); Airplanes physics, systems and damage model improvements 28. 13mm German and 12.7mm Italian machine guns are no longer loaded with HE ammo only due to a bug; 29. USAAF pilots wear G-suits only when piloting P-47D-22, P-51D-15 and P-38J-25 in September 1944 or later; 30. A circular limit of the movable aiming mark of the Mk IID and K-14A gyro reticles has been implemented. The mark also bounces and stops at the working range boundary when the gyro mirror reaches its stop; 31. The characteristic whistle of P-51 machine guns ports during active maneuvering that disappeared before due to an error is back now; 32. P-51 and P-38 fighters won’t be pulled into a dive when their tail section is damaged; 33. Ju-52 / 3m g4e cargo containers drop animation has been corrected; 34. The mixture control of al aircraft with M-105 PF engine became standard (similar to Yak-7/9); 35. According to the historical data found, Ju-87D ammo counters are disabled when the BK 37 outboard guns are fitted; 36. Fixed an issue due to which hit effects weren’t visible on certain parts of the P-51 fuselage; 37. Bf 109F-2 cockpit canopy correctly jettisons; 38. All Fw 190 aircraft are less stable after rudder loss; 39. Tail combat damage causes less shaking; 40. Closed landing gear doors on P-51D-15 won’t be torn off at high speeds; 41. The top gunner of the He-111H-6 and the bottom gunner of the A-20B won’t always hold their machine guns and its hatches won’t be always open; 42. The turret hatch on certain aircraft turrets won’t start to close before the machine gun is returned to the stowed position; 43. U-2VS shooter's leg won’t clip through the fuselage; 44. Incorrect (missing) armor value of the armored glass visor and headrest has been fixed for La-5FN; 45. TIncorrect (missing) armor value of the armored headrest has been fixed for P-38J; Visual aircraft improvements 46. Yak-9 s. 2, Yak-9T s.2, Fw 190 D-9, P-47D-22, P-38J-25, P-51D-15: jettisoned cockpit canopy has all the details; 47. Fixes for Bf 109 G-6 4K textures from Martin = ICDP = Catney (Barkhorn and Hartman planes); 48. The A-20B tail lamp no longer visibly detaches from the aircraft at a significant distance from the observer; 49. Fixed an issue where some of the glass fragments could be visible next to torn P-51D elements; 50. When moving the camera away from Yak-9 aircraft its effects won’t disappear; 51. In the upper MG turret of He 111 H-6 bomber some elements won’t visually jitter; 52. Damaged Pe-2 series 35 cockpit windows have a correct color; 53. Some of the Fokker D.VII airplane debris pieces won’t have extra engines visually attached to them; Aircraft AI corrections 54. An AI issue that could cause a fighter AI to be unable to engage a slowly moving target flying in a circle has been fixed; 55. An AI issue that could cause excessive error in aiming the forward firing armament at ground and air targets (especially in a frontal aerial attack) has been eliminated; 56. Heavy aircraft will use the differential brakes after landing correctly to turn to a taxiway, preventing unintentional turns; 57. An AI issue that could make the bombers unable to start a bombing run after a failed first bombing run has been fixed; 58. U-2VS AI pilot can fire unguided rockets at the ground targets; 59. AI pilots attacking a ground target from a high altitude will reduce the altitude in a downward spiral first; 60. AI pilots now try to reduce the G-load they experience in order to prevent loss of consciousness if their condition is deteriorated due to fatigue or other factors; Career mode improvements 61. An AI in Career mode won’t stuck at the first route waypoint after takeoff if its assigned target is very near (less than 5500 meters); 62. A random issue that could cause the bombers to stuck in a circle above the target area after dropping their bombs has been fixed; 63. Several typos in the Battle of the Rhine cutscenes were corrected; 64. Hurricane Mk.II fighters have been added to the Battle of Moscow Career mode, they are available in 5 squadrons: 1st GIAP (former 29th IAP), 67th IAP PVO, 157th IAP, 287th IAP, 736th IAP PVO; 65. Hurricane Mk.II fighters have been added to the Battle of Stalingrad Career mode, they are available in 2 squadrons: 651st IAP PVO and 629th IAP PVO; 66. There are now 13 additional subphases in the Rheinland Career frontline (18 different frontline positions according to the current career date in total); 67. Three American squadrons were added to the Rheinland Career, one of them is available for the player to join - 412th Fighter Squadron, 373rd FG (P-47s) and two are AI squadrons 410th Fighter Squadron, 373rd FG and 411th Fighter Squadron, 373rd FG; 68. 18 new target locations added for the following mission types in Rheinland Career: Ground Forces Support, Enemy Troops Concentration Attack, Enemy Troops Concentration Bombing Strike, Railway Junction Attack and Railway Junction Bombing Strike. Please discuss the update in this thread.
  8. Good you have finished it, my max file was lost many years ago
  9. Dear Friends, It's the middle of Autumn already and the work on the project progresses well. For instance, the AI-controlled transport plane C-47A Skytrain (Dakota) for Battle of Normandy is almost ready and you'll get it in the next update. This WWII veteran served in air forces and civilian air fleets of many countries for several decades - one of the iconic symbols of the piston era of aviation. These aircraft played a tremendous role in the Battle of Normandy, dropping paratroopers, supplies and towing assault gliders. This legend will be finally reconstructed in our project, even if it is an AI only aircraft for now. Later on, when we complete another stage of the Career mode improvements, it will be used in this mode for transporting cargo loads, airdropping paratroopers and parachute supply containers for the troops on the front-lines. At the moment the new paratrooper model and its integration in the Career mode are not yet ready for Early Access, so this aircraft will be available in QMB and community-created custom missions as an ally or enemy loaded with cargo or parachute supply containers. The second hero of the day is the upcoming Collector Plane - the British Hawker Hurricane Mk.II fighter. This legendary early war aircraft saw much action in the Battle of Britain and later on the Eastern Front with the Red Army Air Force via the lend-lease program. This fighter actively participated in the Battle of Moscow and Battle of Stalingrad and the owners of this Collector Plane will be able to use it in the Battle of Moscow and Battle of Stalingrad careers in the coming update. There were many different modifications of this plane, the most interesting ones will be available in our sim: Hurricane Mk.IIa - default model with eight Browning .303 MGs; Hurricane Mk.IIb - modification with twelve (!) Browning .303 MGs; Hurricane Mk.IIc - modification with four 20mm Hispano Mk.II guns; Hurricane Mk.IId - two assault modifications with two Browning .303 MGs and two 40mm Vickers S Class guns, with or without additional armor plates; Hurricane Mk.II Soviet - modification armed with Soviet bombs, unguided rockets, two 12.7mm UBK MGs and two 20mm ShVAK cannons; In addition, either of the modifications listed above can be equipped with a Merlin engine with an additional boost, air cleaner for dusty conditions and rear-view mirror. The work on Tank Crew is continuing as well. The coming update will include very important changes for ground vehicle AI, both detailed and simpler modeled vehicles, making the AI gunner actions more realistic. To hit a target at a distance, they will usually bracket a target with gunfire as they find the proper range. Spotting a target to the side of the current aiming line will require more time the more distant it is. Both of these actions will depend on the AI proficiency level set in the mission. The AI gunner will also behave more naturally when the target is destroyed or no longer visible - it won't rotate the turret to the default position immediately, but will wait for some time, looking for more targets in the same general direction. Many smaller improvements and changes will be added as well, as we prepare Tank Crew for its official release. Enjoy!
  10. Salute pilots! It’s been a year since we introduced a detailed human physiology model in our simulator. The model which takes into account the limits of human’s G-load tolerance, as well as a number of other factors affecting pilots in flight. This, of course, immediately and greatly changed the dynamics of air battles. They became much more realistic. After all, now, when performing an attack or a defensive maneuver, you have to take into account the fact that a living person with his natural physiological capabilities and limitations is sitting in the cockpit. And that any pilot, of course, gets tired of constantly maneuvering at high Gs. And in the end, there comes a moment when he just needs time to catch his breath and recover. We were interested in your opinion Over the past year, we have read a lot of your comments on the forums and collected a lot of feedback about this model. We have seen that this new and exciting aspect of dogfight has been very warmly received by the bulk of our community, and it's encouraging. While another part of the players asked us to make some changes to this model. In order to understand the situation, a month and a half ago we conducted a poll among players on the .com and .ru forums. What did the poll show? The poll results showed that 60% of players are quite happy with the current model (494 out of 821 unique users on both forums, excluding the extra 31 votes of those who voted twice, i.e. on two forums). And 40% of players would like us to make adjustments to this model. I had carefully read all your comments on the polls. In general, there were more players satisfied with the model on the Western forum, so I conducted a more detailed analysis of that thread and found that 63 out of 381 Western users who chose option 1 (“leave everything as it is”), nevertheless, in comments have written a number of requests for changes in the model. Thus, it became clear to us that the community was divided in opinions approximately 52/48. This means that we cannot leave this situation unattended and we need to think carefully about what can be improved in our model. Collecting new scientific data Over the course of this year, thanks a lot to you, our community, we have collected a large amount of new data from the field of aviation medicine and human physiology under extreme stress conditions (I would like to express special thanks to comrade @Floppy_Sock for the materials he found). This allowed us to take a fresh look at our physiology model and find ways to improve it. For example, a year ago, in my work on a physiology model, I relied mainly on the well-known monograph of the Russian scientist, professor, doctor of technical sciences Boris Abramovich Rabinovich “Human safety during acceleration (biomechanical analysis)”, 2007, where while talking about the duration of the G-loads a human can sustain, he refers to the famous article by Anne M. Stoll, "Human tolerance to positive G as determined by the physiological endpoints." ), published in The Journal of aviation medicine in 1956. This article provides a graph of time to loss of consciousness versus G-load. It is compiled on the basis of the results of 40 experiments,13 of which ended in loss of consciousness by attendants. However, recently we learned that in 2013 there was another article published on the BioMed Central portal in the Extreme Physiology & Medicine section: “The +Gz-induced loss of consciousness curve ”. Its authors, Typ Whinnery & Estrella M Forster, prove there the fallacy of the conclusions from the article of 1956, relying on much broader statistics: now they had already 888 cases of loss of consciousness by testees. These statistics were collected from 1978 to 1992 at a number of US research centers (USAF School of Aerospace Medicine, Brooks AFB, Texas and the Naval Air Warfare Center, Warminster, Pennsylvania). In particular, in their article Tip Whinnery and Estrella M. Foster argue that at high +Gz (that is, acting on the pilot in the "eyeballs down" direction), up to +11.7G, the subjects never lose consciousness earlier than 5 seconds after the start of acceleration, and on average statistically - only after 9 seconds after it. While in our current model, built on the basis of data from the sources published above, loss of consciousness occurs within 3-5 seconds at acceleration of more than 6-7G. Authors of the study explain this difference by the presence of a certain “functional buffer” of the brain, which prolongs the activity of the brain for a few seconds after the arterial systolic pressure at the level of the eyes (brain) drops to zero under the influence of extremely high Gs. In addition, many players asked us to reconsider the pilot's tolerance to large negative Gs (assuming that the deteriorating effect of negative Gs should be more pronounced). They also asked us to implement the so-called push-pull effect (PPE), which manifests itself in a noticeable and very dangerous short-term decrease in the +G tolerance immediately after a negative one. Many aviation accidents on maneuverable aircraft are associated with this notorious effect. Over the past year, we managed to find scientific materials about this effect, too: for example, an article published in 2011 on the scientific, technical and medical portal Springer, co-authored by a number of Chinese scientists “A centrifuge simulated push-pull manoeuvre with subsequent reduced + Gz tolerance ”. This and over three dozen other publications, NASA reports, scientific dissertations, and unique test materials that we have collected, gave us a large amount of numbers that we could rely on with greater confidence. And the need to simulate the above-mentioned phenomena presented me with the fact that it is not just about readjusting the coefficients of the current model. It became clear that the model would have to be built anew, with a more detailed account of all factors acting on an individual and an even more detailed simulation of physiological processes in his body. Today I am glad to tell you about the results of this work. First impressions The new pilot physiology model is currently undergoing a detailed and meticulous beta test. The first impression it invoked in our testers, and which, most likely, it will invoke in you, is “it became more forgiving”. After all, due to the appearance of the “functional buffer” of the brain, quick and short-term maneuvers at very high Gs have now become possible without immediate loss of consciousness. More details... For example, if by a one second long jerk one pulls +7-8Gs, then visual disturbances in the form of a "gray out" (which is loss of color perception) will now occur only 3.5 seconds after the beginning of acceleration. After another 1.8 seconds, the peripheral field of view (the so-called “tunnel vision”) will begin to narrow. The vision will be completely lost (“black out”) after another 2 seconds, that is, only 7.3 seconds after the start of the maneuver. And after another 1.6 seconds, G-LOC (G-induced loss of consciousness) will occur. It has also now become possible to perform, for example, a loop or a split-s with the initial and final G-loads of +5...+5.5Gs without loss of peripheral vision. But if these Gs are maintained during the maneuver for longer than 25 seconds, the “blacking out” will nevertheless begin to happen, and consciousness will be lost 32 seconds after the start of the maneuver. In general, at first you may really think that the pilot has become more resilient, and it has become easier to fight. Has it really become easier? But already after 2-3 days of “test flights” our testers found that the first impressions were somewhat optimistic. Yes, you can now actually “kink” the trajectory more sharp. Once, twice ... but you won't be able to maneuver for a long time, while constantly holding high Gs. You will have to reckon with fatigue and a decrease in the pilot's tolerance to G-forces during the battle, just as before. And just as before, you will have to plan well the trajectories of the fight, choosing the moments when to “pull” and when to let yourself catch your breath. About endurance and fatigue As I wrote above, we have collected a large amount of scientific data on a human's tolerance to +Gs and -Gs of different magnitude. Unfortunately, some of them are contradictory, and there is no one single model of the “average person” that would reliably describe our “average” endurance. In one source, you can find information that an experienced aerobatic pilot can withstand +2Gs only for 13 minutes, while in another source, you can find a figure that the + 3Gs are quite normally tolerated within an hour. At the same time, when we talk about larger Gs values, the numbers from different sources become closer to each other. But still, this subject has some field open for discussion. Therefore, the endurance of our pilot to long-term G-loads, as well as to cyclic G-loads in the new model is adjusted both taking into account reliably known data from various publications, and based on the impressions of real pilots with aerobatic experience. We have involved military pilots and pilots flying on sports aircraft in testing. They all praised the results achieved, and admit that the model reproduces their own feelings quite closely. What else I think that many players will be especially pleased with the fact that the new model now contains several interesting phenomena that have been simulated thanks to a more detailed calculation of physiological parameters. PPE For example, the push-pull effect. If you pull a high positive Gs immediately after the action of any prolonged negative Gs (of which only three to five seconds is enough), then visual impairments will come faster than usual, at noticeably less G-load. To the extent that such a maneuver can lead to an unexpected LOC. The greater the negative G was and the longer it lasted, the more noticeable this effect will be. But just a few seconds of a pause after a negative Gs is enough: the cardiovascular system will have time to adjust and will be ready again to normally sustain positive Gs. This effect is due to the fact that with a negative G, blood intensively rushes to the head, and the body reacts to this by rapid vasodilation, seeking to reduce cerebral pressure. And if, in such a state, a large positive G is immediately pulled, then the vessels will take time to narrow again and maintain the now falling blood pressure at the level of the brain. At this moment, a quick crisis comes. Warming up effect Also, thanks to the improved calculation of vascular response, the new model has a “warming up” effect. It is when the first short maneuver at high +Gs is tolerated worse than the subsequent ones. It is also related to the compensatory response of the cardiovascular system, which needs time to “warm up” in order to maintain sufficient blood pressure in the head. If you pull, for example, +6G in one-two seconds, withstand it for five seconds (this is when you will get the partial “tunnel vision” effect), then reduce to 1G, pause for five seconds, and then create the same +6G for the same five seconds again at the same rate, then in the second case there will be no “tunnel vision” effect. But the same maneuver made third in a row will again lead to a partial "tunnel vision". But this is already because of a decrease in the tolerance limit due to excessively intense load without sufficient recovery time. Backrest angle Over the past year, there were many attempts by some players to prove that there are differences in the endurance of the pilots of one or another coalition. Although the physiological model of a pilot was the same and did not depend in any way on the plane in which he was sitting. However, now in the new model of physiology, while still remaining the common model for every pilot, the peculiarities of the aircraft cockpit in which the pilot sits are taken into account. Namely, we are talking about the backrest angle. As you know, tilting the seat back significantly increases the pilot's tolerance to G-load. This is due to a decrease in the difference in hydrostatic blood pressure between the heart’s level and the head’s (eyes) level. For example, tilting the seat back by 30° increases the maximum G-load-sustaining capacity by about 15%. Many researchers also attach importance to the position of the legs. For example, the Spitfire even had two pedal positions: a lower one for normal flight and a higher one for aerobatics. It was assumed that in the elevated position of the legs, the outflow of blood from the head to the legs decreases under the action of +Gs. However, a number of experiments have shown that this effect is negligible, and, nevertheless, the angle of inclination of the pilot's upper body plays a much larger role. The new model takes this angle into account, which on all highly maneuverable aircraft in our simulator ranges from 0 ° (MC.202 series VIII) to 22.5 ° (MiG-3), averaging about 10-15° for different planes. AGS In the current physiology model the effect of the anti-G-suit (AGS) was simulated empirically, based on statistical data. In the new model, a detailed calculation of the suit’s pressurisation dynamics and the effect of this boost on the hemodynamics of the pilot's blood pressure is performed. Several mathematical models of this phenomenon can be found in scientific research, and all of them give, on average, results that are in good agreement with the tests for modern AGSs. In our new model, we used the characteristics of suits from the 40s, which gives us confidence that this aspect is now modeled even more authentically. AGSM In the scientific literature, the term "anti-g straining maneuver" (AGSM) refers to a set of special measures that a pilot applies in order to temporarily increase his tolerance to G-load. This is a special type of breathing (you are familiar, of course, with it from the current version of the simulator), as well as tension in the muscles of the legs, butt and abdominal press. A well-trained pilot who has undergone special training in a centrifuge, using AGSM, is able to increase his G-load tolerance limit by 2 to 4G! It is not easy and requires a lot of physical effort. If the AGSM is performed incorrectly, then the effectiveness of such a technique is sharply reduced. As you know, during the World War II, pilots did not undergo special training on centrifuges, and were not trained to perfectly perform AGSM as modern fighter pilots are. But even then it was known that the tension of the muscles of the press and legs together with strained breathing allows one to endure higher Gs. Taking these facts into account, the pilot in our game (just as before) performs the AGSM not “excellently”, but “somehow”. This increases his tolerance limit for prolonged G-loads from 5.5G in a relaxed position (statistics are on the chart below) to 6.7G. This is about 0.4-0.5G more than in the current model. Such a slight increase in the limit of the maximum tolerated long-term positive G-load, however, will now make it possible to maintain a g-load of +6G with a partially narrowed peripheral field of view, up to a complete loss of vision within 18 seconds. Loss of consciousness under this Gs will occur in another 2 seconds. (all pictures are clickable) At the same time, I hasten to inform you that the annoying bug of “double breathing” (duplicate overlay sounds), which sometimes appeared in our game, will now be fixed. Visual effects I would especially like to mention that the effects of visual impairment have also been readjusted. I personally have been flying aerobatics in ultralight and light sport aircrafts for many years, but over the past year I got a new aerobatic experience, now with high G-loads on the Yak-52 sports airplane. Therefore, I now know firsthand what all phases of visual impairment look like from the beginning of the “gray out” appearance, then through a “tunnel vision” and, as a result, almost to a “blacking out”. As they say, a real picture is worth a thousand words. So now in the new model the manifestation of such effects as loss of color, “blurring”, “tunnel vision”, - very accurately correspond to what I see with my own eyes in real flights, if I perform a maneuver with a long-term 5.5 to 6Gs. Other pilots who have tested the new model also agree with this visualization. The red-eye visual effect under the influence of negative Gs, has also been slightly enhanced: Visual disorders dynamics Additionally, in our new model, the delay between the moment the G-load is reduced and the restoration of vision after visual disturbances will be shorter. From my own experience, I would say that now this delay in visual reactions better corresponds to reality. Also, the time between the complete loss of vision (“black out”) and the loss of consciousness has been brought into better agreement with the research results, and now is about 2 seconds, in rare cases reaching 8-9 seconds. By the way, in the current (older) model, this time ranges from 0.2-0.8 seconds under 6G and higher to dozens of seconds under less Gs. As you can imagine, this change will allow you to better anticipate the moment of G-LOC and to fly near this border with more confidence. I also corrected the effect of temporary and more severe visual impairment, which happens if you pull a high +Gs on the first maneuver with an abrupt jerk (when the pilot was not "warmed up" yet). This effect is associated with the already mentioned above feature of the cardiovascular system hemodynamics. It takes some time for the vessels to "mobilize" and respond to the sudden increase in G-load with an increase in blood pressure. After 5 to 7 seconds from the start of such an abrupt maneuver, while the blood pressure is still "lagging" behind the G-load, the pilot gets a more apparent temporary visual impairment. But after another 3 to 5 seconds, the blood pressure rises enough and the visual function improves. If the Gs are not pulled abruptly, but are rather gradually increased over 5 to 7 seconds, then such a temporary "crisis" of vision can be avoided. This is exactly what is implemented in the new model more clearly than in the current one. Disorientation effect We already have implemented in our older model the "motion sickness" or disorientation effect which was happening in the case of frequent changes in the Gs direction or sign-changing angular velocities. Now this effect will come even faster in order to better imitate the discomfort pilot suffers under alternating positive and negative G-forces. I will not say that the “wobbling” or "dolphin" is physically unbearable. I myself tried to do it in real flight. But it's really damn unpleasant, and I prefer to not do that anymore. Also, this disorientation effect will now come along with the period of recovery after G-LOC (the so-called period of relative incapacitation). It will also manifest itself when approaching the border of LOC, foreshadowing it. Taking into account that, in the new model, loss of consciousness under prolonged G-loads of less than +4..+4.5G will now occur without an obvious tunneling effect, this “dizziness” together with “defocusing” of vision will become a good indicator for you that you are already on the edge. Fatigue indicator By the way, about the fatigue indicator. We decided to heed the popular request and add a G-load induced fatigue indicator to the simple instruments in GUI. When you set the difficulty to “Normal”, you will see a small white triangle in the lower left corner of the G-meter in the GUI. The more your pilot is worn out by the G-forces, the smaller this little triangle will become. Thus, it will give you a rough idea of your current state. As I have repeatedly written on our forum, a real pilot cannot predict in advance what Gs he can sustain during the next maneuver and for how long. He, of course, roughly understands how tired he is. Therefore, this indicator will give you only an approximate idea of the current physical condition of the pilot. When you set the “Expert” difficulty, you will not have this indicator. As a result Ultimately, the new improved version of the pilot's physiology model turned out to be more interesting, detailed, taking into account new important factors and, as a consequence, more “vital” and corresponding to reality. All tests, including the ones with the participation of real pilots, indicate that this model will be the next important step in the development of our simulator, and the realism of air battles will again be raised to the next step with it. This model will get to your computers very soon, along with the next update of the game. Sincerely, Principal software engineer Andrey (An.Petrovich) Solomykin
  11. Dear friends, Today we'll continue to show you the progress of the aircraft currently in development. The hero of the day is two-seater this time, twin-engine fighter/bomber De Havilland Mosquito F.B.Mk.VI Series II we're making for Battle of Normandy. This famous and popular WWII British RAF plane had an unusual and distinct look (well, the same can be said about most British aircraft). But it's interesting not only because of its appearance - it reached high speeds in its class despite being partly wooden. Moreover, it kept its high-speed capability even when carrying bombs thanks to the internal bomb bay. 2000 pounds of bombs, four 20mm guns and four 7.69mm MGs the Mosquito carried made him a dangerous adversary for the enemy. In our sim, there will be additional weapon modifications available - eight RP-3 unguided rockets and 57mm anti-tank gun (!). Here are the first 3D renders of this bird of prey at its current development stage: The recently announced player controllable mobile AA guns are also showing good progress. Along with the work on their visual models, we're improving the realistic physics model of the wheeled ground vehicles movement even more. And don't forget about their crews as well:
  12. Attention All Pilots and Tankers! We are excited to announce the newest additions to IL-2 Sturmovik: Great Battles line-up – the Sd.Kfz. 10/5 Flak 38 and GAZ-MM 72-K vehicle mounted anti-aircraft guns! These two unique and deadly vehicles are our first Collector Vehicles and they will bring a new type of gameplay to the Great Battles series. Now your airfield or supply column can be protected by actual humans driving or manning these rapid fire and deadly AAA batteries! Our awesome partners at DigitalForms, the same team who built our amazing tanks for Tank Crew, are once again lending their considerable modeling talents to the GAZ-MM 72-K and Sd.Kfz. 10/5 Flak 38. When completed this will no doubt be must-haves for your IL-2 collection! Pre-Sales of these vehicles are NOW AVAILABLE in the IL-2 Official Webstore. Regular price is $24.99, but pre-orders are available for just $19.99! The GAZ-MM 72-K is tentatively scheduled for release by the end of the year and the Sd.Kfz. 10/5 Flak 38 by Q2 2021. GAZ-MM 72-K (25mm) Vehicle Mounted Anti-Aircraft Gun The GAZ-MM was a double-axle 1.5-ton truck used for both general purpose and specialized purposes by the Soviet Union during WWII. It was a licensed copy of the American built Ford-AA truck, albeit a simpler version with a more powerful motor than the original GAZ-AA truck. At the outbreak of WWII the Soviet Union had over 150,000 vehicles in use and by the end of it’s production run there were nearly 1 million vehicles built. During the war, several different versions of the GAZ-MM appeared, some with no doors, bumpers and some with no front brakes and only one headlight. These changes were made to keep production costs and time as simple as possible. It was a rugged truck and served the Soviet Union well during the war. The Soviet 25mm automatic air-defense gun M1940 or 72-K as it was known was designed for protecting infantry units from air attack. It was normally mounted on a four-wheeled carriage that could be towed by a truck or other vehicle. It had a slant range of up to 2.4km and could hit aerial targets up to 2km in altitude. The gun could also be used against ground targets and light vehicles if necessary. It was manned by a six-person crew and was an automatic weapon with rounds loaded from the top via a feeding mechanism. The 72-K saw extensive use by the Soviet Union’s armed forces for many years only being finally phased out in the 1960s. When loaded into the bed of a GAZ-MM truck it becomes a mobile AAA battery allowing you to protect an armored column, supply convoy, infantry unit or a stationary target like an airbase with accurate and deadly fire. Our GAZ-MM 72-K can be used in both single-player and multiplayer scenarios and it will include several custom-made missions to demonstrate its ability at knocking down enemy planes! Sd.Kfz. 10/5 Flak 38 (20mm) Vehicle Mounted Anti-Aircraft Gun *Development pictures not yet available. The Sd.Kfz. 10 or Sonderkraftfahrzeug (special motorized vehicle) was a German half-track that saw action throughout World War II and on all fronts in Europe and North Africa. Its main role was as a prime mover for small towed guns or liquid agents and it could also carry eight troops. Different models could be specialized for a wide range of duties. It was powered by a Maybach 6-cylinder water-cooled gasoline engine. It had a semi-automatic Maybach Variorex-transmission with seven forward and three reverse gears. It could attain 65 km/h (40 mph), while the cruising speed was 45 km/h (28 mph). Steering was performed by both the front wheels and caterpillar threads. Shallow turns were done using the front wheels and sharper turns were done using the treads with one braking like a tank would. Sd.Kfz. 10 /5 carried the Flak 38 anti-aircraft gun in its rear bed and fired a 20mm projectile. The Flak 38 was an improvement over the older Flak 30 design and it had a rate of fire of 220 rounds per minute and weighed 420 Kilograms. Its use was ubiquitous throughout the war in all German theaters of operation and was the most produced artillery piece of the war by the Germans. Later designs mounted four Flak 38 cannons together for an added punch. The Flak 38 could also be towed by trucks or other vehicles when not mounted on Sd.Kfz. 10 half-tracks. In the right hands this gun was deadly to low flying Allied fighters. Our Sd.Kfz. 10 /5 Flak 38 can be used in both single-player and multiplayer scenarios and it will include several custom-made missions to showcase its ability to protect its airspace! We hope you will like these new vehicles! The Sturmovik Team
  13. Here is a nice review about what il2 is and delivers for all those, who are asking what do they get for the money. Enjoy the reading https://www.polygon.com/2020/9/22/21449885/microsoft-flight-simulator-combat-il-2-sturmovik-battle-of-bodenplatte
  14. Update 4.501 Dear friends, We just released the new update - 4.501. Its shifted version number means it is a kind of a milestone and it really is. First, the research we did on the community opinion on the aircraft spotting allowed us to make many improvements to this important part of the sim. The distant LOD scaling system has been adjusted, their lighting has been made full, atmospheric haze option and an increased MSAA level have been added. We're sure that this update will make the online multiplayer experience totally different from how it was before. Now our next target, for the next update, is the improved pilot G tolerance model we do after asking the community taking the account the new reference data provided by the community members. Please take in attention: adding Haze option to the mission format makes previously saved .msnbin mission files obsolete. Delete them and save the new version using .Mission files. In addition to these very important changes, today's update brings you the new campaign 'Wind of Fury' by Alexander =BlackSix= Timoshkov that is included in the Bodenplatte module. This means that our promises on what Bodenplatte will include are finally fulfilled. Of course, it doesn't mean we'll stop improving it, for instance, now we plan to improve the Rhineland Career mode. Also, P-39L-1 "Aircrobra" (Battle of Kuban) and Bf 109 G-6 now have 4k quality external texturing created by Martin =ICDP= Catney. The work on bringing all the aircraft in the sim to 4K texturing continues. Tank Crew gets the last planned features for its release in this update, making 4.501 a milestone for it as well. The new turret and gun control mode and fixed visor cameras were requested by the community for a long time and they are available now. We think that this update will mark an important step for our sim and we hope you'll enjoy it! Main features 1. The new scenario campaign "Wind of Fury" is now available to all owners of the Bodenplatte project for free; 2. P-39L-1 "Airacobra" and Bf 109 G-6 fighters now have 4K quality external textures created by Martin = ICDP = Catney; 3. The long-range LODs scaling system for aircraft has been adjusted. Aircraft spotting at short to medium distances, especially when using wide camera angles, is greatly improved. The visibility at distance has been adjusted to be closer to reality. 4. Alternate Visibility has been renamed Enhanced Visibility: this mode gives a much greater increase in aircraft visibility at long ranges compared to the new standard visibility. At medium ranges, visibility is also significantly improved compared to the old Alternate Visibility option; 5. MSAA x8 option has been added, but please note that this level of AA is very demanding to the graphics card performance; 6. The atmospheric haze density option has been added to the Quick Mission Builder. Its minimum value corresponds to the haze density available earlier; 7. Dawn/Dusk Fog option has been added to the Quick Mission Builder. This option is available only when the haze density is set to half of the maximum value or more; 8. The haze density option (from 0.0 to 1.0) is now stored in a mission file. Radiation fog appears at dusk if the value of the haze is more than 0.5 and the weather preset name contains an odd number at the end. The denser haze makes it easier to spot other aircraft against the background of the landscape when the distance from the observer to the target is much less than the distance from the observer to the landscape behind the target. This can be used when designing multiplayer missions for game servers; 9. Distant levels of detail (LODs) of the aircraft now have the same surface material setting as closer and more detailed LODs, making the lighting of distant aircraft much more realistic and enabling reflections and glints when the relative position of a contact, an observer and the light source(s) is right; 10. In a multiplayer game, a tooltip has been added to the list of game servers when hovering the mouse cursor over the difficulty preset icon. This tooltip displays all the difficulty settings of this multiplayer server; 11. This information is also available in the multiplayer server lobby (“About the server” section); AI improvements 12. AI wingmen keep the optimal climb speed when the wing leader is far and higher; 13. AI aircraft now use combat and emergency engine modes for a fastest possible climb when following the terrain; 14. AI fighters now more actively attack maneuvering targets at lower speeds; Player controllable tanks improvements 15. New control mode allows aiming a tank gun using a joystick (or buttons); 16. Aiming the tank guns and machine guns with the mouse is more convenient; 17. Fixed cameras added to tank visors and other observation devices. Loader viewing devices are, most often, can be used from the gunner's station. You can cycle the views using LShift + V keys; 18. The target marking cursor when giving orders as a tank commander is visible at any settings; 19. The current sight or observation device is indicated; 20. In multiplayer, a connected player in someone else's tank will correctly see the messages from the loader and see the ammo information in the HUD; 21. The time required for repairing the tank systems outside the service areas is doubled; 22. The projectiles correctly penetrate the armor if they hit certain extremely thin areas of the object's surface (a rare issue); 23. Ferdinand: the inverted direction of inclination of the panoramic viewing devices has been fixed; 24. An SPG AI gunner correctly fires at an invisible target by the order of the SPG commander (using the direction and range); 25. Fixed the issue where the AI gunner did not follow the commander's instructions to choose the ammo type in certain situations; 26. Pz-III-M: the KFF 2 binocular periscope is functional (when using the camera selected by LShift + V); 27. SU-152 commander can't use the panoramic sight when unbuttoned; Other changes 28. Fixed an issue with parts of the canopy and cockpit instruments that could not be restored after repair; 29. Flare gun and sidearm ammo can be replenished in the reload zones just like other ammo; 30. SdKfZ 251 and similar vehicles and tanks can function as supply vehicles if set this way in the Mission Editor; 31. The dawn/dusk fog level has been corrected on Moscow, Stalingrad, Prokhorovka, Velikiye Luki, Lapino and Novosokolniki maps, it appears in the lowlands; 32. Due to the introduction of the atmospheric haze option, the issue of the dawn/dusk fog blinking near the horizon has been minimized; 33. The difference in the density of atmospheric haze is minimal when using the minimum (40 km) and maximum (150 km) visibility range options; 34. For a tank crewmember to recover from the loss of consciousness in the event of powder gases poisoning it is required for the air to become noticeably cleaner (now the loss of consciousness will last longer); 35. Fixed a graphical artifact at the base of the La-5FN headlamp switch; 36. Fixed the lack of sound when releasing or retracting the landing gear on I-16 and Ju-88; 37. Added the Spitfire IX invasion paint scheme.
  15. Sukhois

    Pits for the early Fitters "17" made by Logan
  16. Dear Friends, Continuing from the previous Dev Diary, this time we'll tell you about the second important addition (well, depending on your personal preference it may be the first important addition actually) coming in our next update - version 4.008. The P-47D-22 "Razorback", the first aircraft of Battle of Normandy, will kick off the Early Access program for this module. The main difference from the P-47D-28 you have flown in Bodenplatte is the cockpit canopy design with significant canopy framing and dorsal spine behind it. The front part of the canopy includes two angled parts and a windshield center post that would have blocked the view through the gunsight if it was installed in the center, so the gunsight was moved to the right like in the German fighters. The space between the gunsight and the angled windshield parts is occupied by the armored glass protecting the pilot from fragments and small-caliber projectiles coming from the forward hemisphere. On the top of the framing, a rear-view mirror is installed - it was standard-issue, not an optional modification. Contrary to the P-47D-28, the canopy was opened in a classic way, manually, and not by a fancy electric motor. The "Razorback" had a different propeller than the D-28 and the propeller pitch was controlled by hydraulics, not an electrical drive which had no manual mode. The P-47D-22 can use high-octane fuel, which affects the engine power, and the good news is that P-47D-28 will receive this option in the next update as well. As we have stated many times before, we don't forget about a module after its release date and will always continue to improve it and add new features whenever possible. While we were working on the Razorback, its successor from Bodenplatte got the same flight model refinements as well: for instance, the effectiveness of the flaps has been reduced somewhat and the aircraft behavior beyond stall angles has been corrected - it won't stall so unpredictably and will indicate the coming stall by buffeting and lowering the nose. The load on the control surfaces have been corrected as well - the ailerons are affected by the ram air a bit earlier, but the load increases at higher speeds more smoothly and the elevator load at high speeds was also reduced somewhat. The Mach number effect on the controls has been additionally adjusted. Overall, this resulted in better compliance with the reference data for roll speed and increased Mach-tuck tendency at high speeds. In general, P-47 now feels more like a heavy machine it was. It is interesting to note that while Razorback was an earlier model than D-28, it has a bit higher climb rate and significantly (+27 kph) speed at emergency engine mode. To a degree, this difference comes from a different propeller, but mainly it was caused by the dorsal spine. Bubble canopy, while being vastly superior for offering a much better view, creates flow swirling behind them. Dorsal spine fairing increases the lift-drag ratio of a plane. Bodenplatte fans will be happy to hear that we are going to insert the D-22 into the BOBP Pilot Career once the plane is finished. Some Razorback models were still in operation during this period so you will be able to fly them and against them in the BOBP Career before the Normandy Career is ready. However, you will need to have purchased BON to have access to their cockpits in BOBP. This gives an added benefit to participating in BON Early Access. Would-be Razorback pilots - it's time to enlist! To complete today's Dev Blog, we would like to showcase another improvement that we did exclusively for our previous projects - new early Luftwaffe pilot winter uniform which will be later used for all fighters and then bombers from Battle of Moscow and Battle of Stalingrad:
  17. Hello! Today there will be a very small issue of diaries for the reason that we are preparing a release candidate for version 4.008, which we told you about before, we are doing the final tests so there is a lot of work and little time. However, even if this DD is short, it’s still significant - because for the first time we will show you screenshots of one of the English planes that will be in Battle of Normandy – the Supermarine Spitfire Mk.XIVc. In fact, this aircraft will have an additional modification with heavy machine guns, the Spitfire Mk.XIVe, but we will show you that version a bit later. This plane is quite different from the MK. IX Spitfire, which was previously included in BOBP. The main thing that catches your eye is the massive 5-rotor Rotol propeller, driven by the Rolls-Royce Griffon engine. To provide a much more powerful engine with sufficient cooling, radiators of a larger area are installed on the aircraft. Also, the tail area had to be increased for added stability. The aircraft will be presented with two types of weapon configurations - modification "c" with two 20mm guns and 4 x 7.69 machine guns, and modification "e" with two 20mm guns and 2 x 12.7mm machine guns. A 150-octane fuel option will also be available causing the already powerful engine to develop up to 2,200 horsepower. Work on this legendary aircraft is at a rather early stage, but much has already been done as you can clearly see in a small selection of screenshots:
  18. Hello and welcome to the second Part of a very interesting Interview with the Developers of the IL-2 Sturmovik Great Battles Series
  19. Hello and welcome to the first Part of a very interesting Interview with the Developers of the IL-2 Sturmovik Great Battles Series
  20. Hello everyone! As time goes on, the release date for the next update is approaching. As we said earlier, one of the central objects of this update will be a German tank destroyer - a self-propelled artillery Sd.Kfz.184 "Ferdinand". As many of you know, this monster was the result of the loss of Ferdinand Porsche in the competition for the creation of a heavy breakthrough tank for the Wehrmacht. That competition was won by the "Pz.Kpfw.VI Tiger" developed by Henschel. Porsche’s loss was caused by the extraordinary, even for the Germans, the complexity of the chassis. However, in the course of this rivalry, Porsche produced a significant amount of the chassis of a new type of heavy tank. This was subsequently used to create the most powerful and protected, at the time of the Battle of Kursk, anti-tank armored fighting vehicle in the world. On the Porsche chassis, an armored fighting compartment was installed, protected in the frontal projection by a 200mm armored plate, the weight of which was similar to the weight of a large truck. Even the Tiger gun is not able to penetrate this 200mm obstacle when using armor-piercing shells and 152mm armor-piercing shells of the ML-20 howitzer can't do it either. To bring the frontal armoring of the front of the hull in line with the existing 100mm armor plates, an additional piece of 100m armor was installed. The sides and rear of the vehicle were protected by 80mm armor plates, which were an extremely difficult, almost insurmountable obstacle for 76mm Soviet armor-piercing shells. The roof and the bottom of the hull were also armored considerably. The weak spots include the roof of a large-scale engine compartment, which was located in front of the tower and could be hit by large-caliber high-explosive fragmentation shells when they burst on the front armor plate of the fighting compartment. Also, the tank’s weak point is the relatively thin armor of the cooler exhaust manifold of the electric propulsion motors - a significant part of ammo is 'conveniently' located just above it. It is worth to note the completely unprotected gunsight of the main and only gun, located on the roof of the fighting compartment. The Ferdinand is armed with an extremely powerful 88mm KwK-43 L / 71 gun, that was created on the basis of the Flak 41 long-barreled anti-aircraft gun, while the shorter Tiger gun (also 88mm) was created on the basis of the shorter Flak 37 anti-aircraft gun. Firing a similar armor-piercing projectile, but with a more powerful charge and a longer barrel length, the KwK-43 L / 71 gun accelerated it to 1000 m/s against 800 m/s in the KwK-36. The Ferdinand had no machine guns at the time of the Battle of Kursk. The disadvantages of its armament include a panoramic sight that is not very useful in anti-tank combat since it doesn't allow entering corrections in the field of view (it had a significant degree of amplification though), and a low horizontal aiming speed. But the most remarkable feature of the "Ferdinand" is it’s progressive and promising, but very controversial electrical powertrain. This is one of those cases when technical thought was far ahead of technical capabilities. The idea of refusing the mechanical transmission of torque from the power plant to the propulsion system, which is widely used today in heavy equipment, at that time led to very serious problems. The electric drive motors gave an increase in speed, but with a significant loss of torque on the tracks. So the efficiency of the power plant as a whole, even when on a flat surface, was so low the vehicle could not reach speeds more than 20 km/h. Even with a huge fuel reserve of 950 liters, the range was just 150 km on the highway. Also, due to the features of the electric motors, the power plant had a reduced efficiency when driving backward. To supply the required amount of electric energy, two engines from the Pz.Kpfw.IV tanks were installed in the Ferdinand, each with a corresponding DC generator. Both generators were connected to a single line that supplied current to the electric motors, and each of the motors had its own regulator to control the speed and direction of movement. This made it possible to continue driving even if one engine or generator failed. The high cost of materials required for the production of windings, conductors and switches of the electrical powertrain, the use of two engines, plus its huge mass of 65 tons led to extremely serious technological and operational difficulties even for such a rich and industrialized country as wartime Germany. That is why the competition was won by the more traditional and easier to produce Tiger-I of Henschel design even though the Tiger from Henschel was also not a cheap tank by any means and the labor costs for its production were many times higher than required for a mass-produced T-34. On the other hand, the simplicity and ease of control of the tank, as well as the softness of the ride were a bonus to those who manned it. The ability to turn the vehicle on the spot without using advanced mechanical systems required for a traditional powertrain was a welcome bonus. Nevertheless, with all the technological and operational difficulties it had, this combat vehicle during the Summer of 1943 was the most dangerous on the battlefield - if it was able to reach it in time to participate in a head-on tank battle. It was important for us to recreate it as close to the real one as possible, just like all the vehicles we already have in Tank Crew, and it was really hard to do. There is only one early Ferdinand remaining in the world - #501, it is located in the armored forces museum in Kubinka near Moscow. Another one, later modification called Elefant with a commander cupola and MG installed, is in the US. The available documentation is very segmentary, short and incomplete. However thanks to the effort of our partners in Digital Forms and application of cross-checking analysis, we have one of the best recreations of this combat vehicle available. From our side, we contributed to the recreation of its maneuverability, armament and systems functioning peculiarities, which required a lot of work as well. On the screenshots, you see exactly that Ferdininand #501 that was captured in the Kursk battle and ended in the Kubinka museum. The last what we want to tell you about this tank destroyer - its release will complete the lineup of the combat vehicles we planned to recreate together with Digital Forms for the Tank Crew - Clash at Prokhorovka project. This moment will be a very important milestone in the history of our project. It won't mark the end of the work on this project - as usual, we continue to support, improve and deepen all our projects after the official release date. IL-2 Sturmovik and Digital Forms teams hope you'll enjoy the result of our joint effort.
  21. 253 Hello Everyone! Summer has finally come to us, but this is not a reason to relax and slow down - the work continues. Work is going on in many directions at once, especially now, when in the next big update, we will see two major events. First, the readiness and release of the American P-47D-22 "Razorback" fighter, which will mean the beginning of the Early Access stage of Battle of Normandy. Second, this is the completion and release of the German tank destroyer Sd.Kfz.184 "Ferdinand", which will mark the completion of all the planned tanks in Tank Crew. Although, this does not mean we will stop working on it, more improvements will be made in the coming months, several are being designed and prepared now. Several aircraft, six in total, both for BON and a Collector’s aircraft, are currently under development. The P-51B, P-47D-22, C-47, Spitfire Mk.XIV, Typhoon Mk.Ib and Hurricane Mk.II are all on the production line at once, many of them are in a fairly high degree of readiness. For those who keep asking about the status of the Hurricane, today we will show you a couple of Work in Progress screenshots of the cockpit: Creating new aircraft is not the only thing our team is busy with right now. Having finished work on the airframe damage model airframe and control linkages, we smoothly proceed to the development of a more detailed model of fuel systems and their damage. After completing the next iteration of improving lower level logic for air combat AI fighter aircraft - maneuvering and aiming, we have moved on to improvements in matters of the upper level - the choice of targets and operational solutions. Work on the creation of the “Battle for Normandy” map has been launched on all fronts, its borders have been defined, a prioritized list of cities and airfields has been compiled, work has begun on the creation of ground equipment, and a list of development sites is under final approval before production begins. All these works are proceeding in accordance with the approved development plan and, at the moment, we have no serious deviations - we hope that this will continue in the future. In parallel with this, work continues on updating the flight crews for all previous projects, and a German pilot in early winter uniforms will be ready soon. And at the same time, owners of the U-2VS airplane, we have some good news: a special and famous pilot model is ready for this aircraft in three uniforms (summer pre-1943 and 1943+ and winter). However, such news, of course, is better to see than to read: You can discuss the news in this thread
  22. Update 4.007 Dear friends, We've decided to release the new update 4.007 relatively soon after the previous one, because the fixes and improvements it brings, while not being major, are nevertheless important for the project as a whole. We have heard your feedback on the view system improvements, added new options to the multiplayer functionality, which govern the usage of graphical mods, in addition, we did additional research on the workarounds for the Direct 3D functionality not supported by one of the graphics cards vendors. Damage modeling has been improved to take into account the control systems damage (rods, wires, etc.). We have also added a new German pilot model in the early summer uniform. The full list of changes follows: 1. Ju 87 D-3 dive bomber has been upgraded to 4K external texturing thanks to Martin =ICDP= Catney, including two additional official skins; 2. Aircraft control systems DM has been upgraded. The probability of losing control in a certain control axis depends on the control wires or rods configuration of a particular aircraft and existence of a reserve control channel (or its lack thereof); 3. Workarounds for the remaining graphical artifacts on AMD cards (like black contour around the aircraft when viewed from its cockpit) have been implemented; 4. New multiplayer server option “Restrict Injectors” allows the server hosters to restrict access for users with graphics injectors like Reshade or 3dmigoto; 5. Five new mappable (RCtrl+NumPad_Del,1,2,3,0 by default) zoom commands have been added that allow quick zooming to various degrees (minimal, maximal and 3 intermediate levels). Zoom value set by a mouse or joystick axis or keyboard keys is not affected by the new quick zoom and after releasing a quick zoom button the FOV will return to the one set by an axis. These new commands work in either 2D or VR mode. The old 'VR zoom' command has been deprecated (its equivalent is the new maximum quick zoom, RCtl+NumPad_0); 6. There is a new setting in the Camera options that governs the speed of the new zoom commands; 7. Tank commander binoculars give three times more powerful zoom than before (they give a minimal FOV that is technically possible in the game); 8. The current FOV (Field Of View) value is shown next to the in-game FPS counter (that is activated by Backspace key by default); 9. Gunsight FOVs have been corrected for all tanks; 10. German fighter pilots of the Battle of Moscow, Battle of Stalingrad and Battle of Kuban have a new visual model and a sidearm during Summer (new Winter model, also with a sidearm, will be added later when it is ready). Because of this, the default camera position and user-customizable snapviews (.svc files) were changed on Bf 109-G14, Bf 109-K4, Me 262-A, Fw 190-A3, Fw 190-53, Fw 190-A8 and Fw 190-D9. The updater should overwrite the old files for these planes with the new updated ones for you, but in case this action was blocked by antivirus software on your PC and you see a wrong view in the cockpit of these aircraft in the game, please copy the new default .svc files for these aircraft from \data\LuaScripts\snapviews\defaults to \data\LuaScripts\snapviews manually. If you haven't customized the view positions on other aircraft, you can just copy all the files from snapviews\defaults to snapviews folder; 11. Bomb holders on both Bristol Fighters appear correctly depending on the ammo loadout; 12. Pedals on both Bristol Fighters appear correctly in a neutral position; 13. The issue that made the detached parts of Flying Circus aircraft invisible in the multiplayer has been found and fixed; 14. Fw 190 D-9 canopy glass appear correctly at medium distances; 15. Fw 190 D-9 oil on windshield visual effect has been restored; 16. Destroyed static KV-1 model won't have white tracks when viewed from a distance; 17. Tank turret turn indicator won't visually 'jump' when passing the back position; 18. APHE rounds stopped by the armor won't damage outside objects; 19. Train wagons won't appear detached from the locomotive in some missions; 20. Guest crew members in multiplayer will correctly hear the sound of the tank turret turning; 21. Guest crew members in multiplayer will correctly hear the sounds of the hatches closing or opening; 22. Certain HE rounds explosions can be heard from an aircraft cockpit; 23. The arm model has a correct sidearm in it in VR mode; 24. The arm model won't drop a shadow when there is no body rendered; 25. The arm model has the correct size in VR mode; 26. Missing road segments that sunk inside the terrain have been corrected on Kuban map; 27. Random CTD in multiplayer fixed in case when other player tank have been spawned. Please discuss the update in this thread.
  23. Hello friends, As you know, the recently released update 4.006 brought many important and interesting changes. Our work continues and soon we will start to prepare the new update 4.008 that is planned to include P-47D-22 "Razorback" fighter for Battle of Normandy and tank destroyer Sd.Kfz.184 "Ferdinand" for Tank Crew. You may have noticed and wondered why the mission number isn't 4.007? The answer is that we plan to release an intermediate update before that, it will add some important functionality and new features. They will be based on your feedback mostly and will bring some features long-awaited by the community. The update 4.007 is already in beta testing and we hope it will be ready in the coming week. Among other changes it will include 4К quality external texturing by Martin =ICDP= Catney for the legendary Ju-87D-3 from Battle of Stalingrad, here are some screenshots of it: Speaking on the update 4.008, which is planned for late June - early July, we have also something to show you already. Another legendary plane, P-47D-22 "Razorback", will begin the Early Access for Battle of Normandy: You can discuss the news in this thread
  24. Dear Friends, Today we'd like to present you the final part of the Stalingrad trilogy, the ending of the story that started in "Blazing Steppe" and continued in "Fortress on the Volga" campaigns. The new campaign will tell you about the combat operations of the Soviet IL-2 attack planes in December 1942. The development of the third part took much longer than we initially expected, partly because of the need to research a huge amount of data from the archives telling about the actions of the three Soviet Fronts and Air Armies, but the result will prove itself worthy of the effort spent. We are proud to announce the Pre-Order of the new historical Campaign "Ice Ring" for IL-2 Sturmovik: Battle of Stalingrad. Basing on the combat order records and operational reports of the Soviet 8th Air Army, we have managed to recreate an absolutely unique history of combat operations of the 226th Ground-Attack Air Division regiments. The campaign consists of three large stages, during which you'll operate from 4 different airfields and take part in the most dramatic events of the final part of the Battle of Stalingrad. The successful counter-offensive of the Red Army in November 1942 led to the encirclement of the 284 thousands troops including the German 6th Army and 4th Tank Army, as well as Romanian divisions. Then the task of supplying the troops was assigned to the transport and bomber units of the Luftwaffe, so the first part of the new campaign is dedicated to the very beginning of the Soviet air blockade formation. At the end of November, the command of the Soviet 8th Air Army issued an order to relocate the 235th Fighter Air Division to the south of the city. It was also decided to form a special air group of IL-2's pilots from the 226th ShAD who were experienced in dogfights and flying in difficult weather conditions and place it under the 235th IAD headquarters command. During this period, you'll fly reconnaissance flights, search and destroy German transport aircraft in the air and strike at their take-off and landing airfields inside the cauldron. The situation of the encircled enemy group on December 2-6, 1942 from the reporting map of the Don Front and the situation at the morning of December 2nd from the campaign map. In mid-December, when the special air group was disbanded, you'll return back to your regiment. Against the background of the ongoing reorganization in the division and the beginning of the enemy offensive from the direction of Kotelnikovo (Operation "Winter Storm"), you'll have to fly several combat missions directly against the surrounded German troops. At the end of the campaign, when the situation on the southern flank of the Stalingrad Front becomes critical, you'll be sent to the most threatened sector. As part of a hurriedly formed ground attack air group, you'll take part in the heaviest battles on the Myshkova River, which determined the outcome of the entire German counter-offensive and sealed the fate of the troops surrounded in and near the devastated city. Events on the Myshkova River from December 22 to 26, 1942 from the reporting map of the Stalingrad Front and the situation in the middle of December 22nd from the campaign map. You'll fly 15 combat missions on the IL-2 AM-38 (model 1942), about 7 hours of gameplay in total. The new campaign is scheduled to be released in Summer 2020. The IL-2 Sturmovik Team
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