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Found 163 results

  1. Dear Friends, Our team has finished the development of the new update 5.004, and it is released. Sopwith Snipe and many updates. The year 2022 is drawing to a close and we did our best to bring you a new update on Christmas Eve. It bears the number 5.004 and adds the Great War Collector Plane Sopwith Snipe to our series. It is a late war aircraft equipped with the most powerful Bentley BR2 rotary engine, producing up to 234 horsepower. By comparison, the Sopwith Camel fighter's Clerget 9B engine produced 130 hp. At the same time, however, the Snipe is 200 kilograms heavier than its predecessor (more than a quarter). Overall, the new fighter is more stable in flight and has better speed and climb characteristics. Everyone who has purchased an airplane now has the opportunity to master it and use it in combat. In addition to the new vehicle, in update 5.004 we are releasing two AI armored vehicles for the Normandy and Bodenplatte projects - the M8 Greyhound and the SdKfz 234/2 Puma. You'll find new scenario missions for Churchill and StuG III in this update, they were created by community enthusiast super-truite and his friends. More than 80 improvements were made to the "Western Front, Spring 1918" map, which is in the early access phase and is currently being finalized. There are a number of other improvements and fixes to player controllable aircraft, tanks and artificial intelligence. A complete list of changes in the version 5.004 follows: 5.004 1. The Sopwith Snipe, a Royal Air Force collector aircraft from the final phase of the Great War, is now available to its owners; 2. Battle of Normandy AI armored vehicle M8 Greyhound added; 3. Battle of Normandy AI armored vehicle SdKfz 234/2 Puma added; 4. Scenarios for collectible vehicles Churchill and StuG III added (super-truite); 5. Mk.37 rig model for the 5'/38-gun Mk.12 on the Bayfield and Liberty ships updated; 6. Fixed a bug in the aircraft AI leading to incorrect maneuver choices and incorrect aircraft behavior in aerial combat, which was especially noticeable on WWI airplanes; 7. AI pilots correctly climb while maintaining formation; 8. AI pilots controlling high speed capable aircraft are less likely to use risky high-altitude maneuvers at lower altitudes (previously these could led to a collision with the ground); 9. AI pilots should better avoid collisions in some maneuvers, especially in a frontal attack; 10. The tail section damage texture has been fixed on all Bf-109s; 11. The placards were corrected along with other minor improvements on Bf-109 E7, He 111 H6/H16, Ju-87 D3, Spitfire Mk.Vb/IXe/XIV (Oyster_KAI); 12. Incorrect operation of GUI information bar in player controllable tanks has been fixed; 13. C-47A: a number of visual inaccuracies and technical problems with the aircraft model has been fixed, including the shape of upper air intakes on engine nacelles; 14. C-47A: phosphorescent cockpit instrument illumination restored; 15. C-47A: fixed a bug with a broken window when the landing door is opened for bailing out; 16. C-47A: fixed a bug in the bail out animation that caused crew members to visually appear outside the cockpit for a moment; 17. C-47A: added a feature to align engine flaps with the flow; 18. C-47A: a fixed bug with radio compass working on powered off aircraft; 19. Me 262A: fixed reflections in cockpit instruments; 20. Stug III Ausf. G gun now takes more time to reload if the loader is unbuttoned; 21. Crew gestures have been added for the Churchill IV and the Stug III; 22. Stug III Ausf. G - fixed an incorrect position of the machine gun after loader's death, if it was in anti-aircraft position; 23. Stug III Ausf.G. - corrected wrong animation of the side correction input control; 24. Pz.Kpfw.IV Ausf.G - main gun reloading sound aligned with the visual animation; 25. Mission editor: skins which consist of several textures are correctly displayed in the skin list; 26. It is possible to shoot off the trunk behind the turret on Pz.Kpfw.III Ausf.M, Pz.Kpfw.IV Ausf.G, Pz.Kpfw.VI Ausf.H and Churchill IV; 27. It is possible to shoot off the commander cupola on the Tiger; 28. Range of smoke grenade launchers corrected for all player controllable vehicles; 29. Improved sorting of visual effect particles; 30. Western Front map, Spring 1918: Treizennes airfield added; 31. Western Front Map, Spring 1918: Clairmarais airfield moved; 32. Western Front Map, Spring 1918: Ferme airfield is renamed Filescamp Farm; 33. Western Front Map, Spring 1918: Droogland Airfield moved to square 0205-8; 34. Western Front Map, Spring 1918: removed second Epehy; 35. Western Front Map, Spring 1918: added bridge to the fortress in square 0408-9; 36. Western Front Map, Spring 1918: Hoog Huys manor added; 37. Map of Western Front, Spring 1918: added Ferme manor; 38. Western Front Map, Spring 1918: Removed flooded railroad track; 39. Western Front Map, Spring 1918: corrected railroad tracks in square 1202; 40. Western Front Map, Spring 1918: Hoog Huys Airfield moved; 41. Western Front Map, Spring 1918: Filescamp Farm airfield moved; 42. Western Front Map, Spring 1918: added homestead near Droogland airfield; 43. Western Front Map, Spring 1918: corrected wrong track crossing in quadrant 0305-8; 44. Western Front Map, Spring 1918: improved appearance of Thionville Steelworks East and Thionville Steelworks; 45. Western Front Map, Spring 1918: the village of Crochte has been renamed Merckeghem; 46. Western Front map, Spring 1918: Hondschoote village renamed Esquelbecq; 47. Western Front map, Spring 1918: Droogland village moved to square 0205-8 and renamed Winnezeele; 48. Western Front map, Spring 1918: Kemmelberg village moved to square 0207-5 and renamed Kemmel; 49. Map of the Western Front, Spring 1918: Aire is renamed Aire-sur-la-Lys; 50. Map of Western Front, Spring 1918: 25 obstructions on road network removed; 51. Map of the Western Front, Spring 1918: 15 wrong dead ends on the road network were removed; 52. Western Front map, Spring 1918: corrected 18 problematic entrances to railroad bridges. And to see the Snipe in action, check out our Youtube channel:
  2. Hello Pilots, Stormbirds summed up the new updates for Cliffs of Dover. A series of updates over the last several days have focused on the work that Team Fusion Simulations is busy doing turning IL-2 Sturmovik: Cliffs of Dover into a VR supported sim. That’s not all because they are also busy upgrading the visuals of the sim with higher resolution textures and TrueSky technology for new volumetric clouds. Here’s the latest! Try and find the bombers in these clouds Higher resolution textures, VR support, and volumetric clouds round out the headline features of a future visual update coming to IL-2 Sturmovik: Cliffs of Dover Blitz and Desert Wings – Tobruk. These veteran sims are getting one of the most significant updates in the series’ history when it comes to core technologies and the inclusion of the new cloud technology, on its own, will likely be as transformative as it has been for other sims that have employed it. I couldn’t agree more with this statement from Team Fusion. Have a look at some of the screenshots below or check out even more 4K resolution images here. As of yet, no release date has been offered for this update and work appears to be ongoing on this project. Still, it seems like we’re getting closer to do the time when it will become available. It should be very interesting to check out when we get there. More to come!
  3. Dear Friends, As 2022 draws to a close, we are completing our work on bringing the AI objects to the Normandy project that we previously promised. The first one is the Fighter Direction Tender. FDT are radar surveillance and control ships. They were actively used during the Normandy Landing in 1944 to coordinate the actions of Allied aviation and provide radar cover for the landing zones. We created three ships, FDT-13, FDT-216, FDT-217, based on the LST class dock landing ships, which bore the same hull numbers before modernization. Their modernization was carried out on the shipyards of the west coast of Scotland, away from the active enemy forces. During the modernization, various radio communication, electronic interception, and radar antenna equipment were installed on the upper decks of the ships, including two powerful Type 15 GCI and Type 11 radars. These ships played a prominent role in the events of D-Day. The second AI object is a German eight-wheeled armored car Sd.Kfz. 234/2 Puma. This “slash-two” modification was the second by numbers among all the Pumas produced during the war: 101 out of 478 vehicles. This modification took part in the events of 1944, which the Battle for Normandy project tells about. It is a variant armed with the 50mm KwK-39 cannon (similar to the one used on later modifications of the Pz.Kpfw. III tanks), located, unlike later modifications with a 75mm cannon, in a fully enclosed and armored rotating turret. The car is notable for quite good frontal armor of the hull and turret (up to 30mm), as well as its unique chassis, which is worth mentioning by itself. The chassis is built based on an independent levered suspension of all 8 wheels and their coupled wheel springing. All the wheels of the Puma are driving and steerable. All this together, as well as a 12-cylinder V-shaped diesel engine Tatra 103 with a 210 horsepower capacity, provided very good cross-country ability, maneuverability, and speed. The third is a lighter American armored car, M8 Greyhound. This three-axle all-wheel drive vehicle, unlike the Puma, had a classic chassis design with 3 leading solid beams and a front steering axle, less body armor (up to 19mm in the front), and lighter armament, the 37mm M6 cannon placed in an open-top turret. An important quality of the vehicle for infantry units was the additional heavy .50 cal Browning machine gun mounted on the rear of the turret. Possessing more modest characteristics and a less revolutionary design, however, the Greyhound was a third lighter than the Puma and obviously easier to manufacture. In the conditions of the Second World War, this was largely a determining factor. Moreover, the Greyhound turned out to be a rather successful armored car that was used in various conflicts for a great many years after the 1945.
  4. Dear Friends, Today we'll tell you about one of the Collector Planes in development - IAR-80/81. Both kinds of this Romanian aircraft will be available in our sim: the 'short' model with short fuselage and wings and the 'long' one (that's right - with long fuselage and wings). At the moment, the work on the first model has progressed well and the second one will be developed relatively fast after finishing the first. This fighter/bomber was designed under the lead of Ion Grosu and took off for the first time in 1939. In 1940 the aircraft went into mass production and later was updated many times, resulting in many modifications. Most of them will be available in Great Battles: "Short version" I.A.R.80-A serie 106-150 : fighter armed with six 7.92mm FN Browning MGs firing German rounds (base model). I.A.R.80-B series 181-200 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds. I.A.R.80-M : fighter armed with two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns. I.A.R.81 series 151-175 : fighter/bomber armed with six 7.92mm FN Browning MGs and capable to deliver up to three bombs with up to 400 kg total weight. The underbelly bomb mount had a special parallelogram mechanism for dive bombing that prevented a released bomb from hitting the propeller. In addition, the flaps on this dive bomber modification had larger angle range, serving as ad-hoc air brakes. "Long version" I.A.R.80-B series 212-230 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds (base model). I.A.R.80-C series 251-290 : fighter armed with four 7.92mm FN Browning MGs and two 20mm MG-FF Ikaria guns. I.A.R.81-C series 301-450 : fighter/bomber armed two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns and capable to deliver up to three bombs. All the IAR-80 modifications that will be modeled in our sim were powered by twin-row radial 14-cylinder air cooled engine I.A.R.-14K, which was the licensed version of the French Gnome-Rhone 14K. In takeoff mode it could reach 1000 HP. The similar, albeit less uprated engines were installed on the German ground attack aircraft Hs-129B-2 most Great Battles players are familar with already. This first Romanian mass-produced fighter was all metal except the stabilizer and flaps skin. The flaps and landing gear had hydraulic actuators. All in all, it possessed flight characteristics similar to Soviet Yak-1, but late IAR modifications had much more powerful weapons and bombs. The visual 3D model of IAR-80/81 is being developed by two famous enthusiasts - Ivan Shirshov (3D model) and Martin =ICDP= Catney (exterior textures). We hope they'll finish their part of the work in the coming months and we'll be able to start the work on its FM and systems. We'd like to repeat once again - if you're interested in creating new content for our series, we're always open for collaboration. Just contact us.
  5. Some additional Hi-Res shots of existing planes. Unless otherwise specified, these are HI-RES images of aircraft and vehicles in the SIM and are NOT an in-game engine render. This is just showing off the artwork and detail.
  6. Update 5.003 Dear Friends, Our team has finished the development of the new update 5.003, and it is released. This time we will launch three new pieces of new content at once. The first object is the C-47 "Skytrain" we have talked about in Dev Blog #331. This big guy has been developed together with Yugra Media company which created the 3D model of the cockpit and updated the external model of this aircraft. It wasn't easy, but this plane is interesting to become familiar with. This most popular military transport plane of WWII is now available in Pilot's Career mode during the Normandy and Rhineland timeframes. You'll be assigned missions like Cargo Delivery, Special Forces Paradrop and Cargo Paradrop (the second and third mission types can occur both during daytime and nighttime in Normandy career). We're hoping you'll enjoy flying it. The second one is the Western Front 1918 map created for Flying Circus Vol. 2. At this time the flyable zone corresponds to the Rise of Flight map while the buildings and objects are placed in the two most important zones as it was planned for FC Vol.2: Amiens - Lille - Saint Quentin (North-West) and Thionville - Saint Dizier - Nancy (South-East). Both WWI maps, Arras and the new Western Front one are available to owners of either Flying Circus Vol.1 and Vol.2 as we have promised during the project announcement. We hope to continue WWI development in the future and complete the scene along the frontline. For now, the map is WIP even for FC Vol.2 and the development of Career and Advanced Quick Mission modes for it are ongoing. The Quick Mission mode for it is already available, while Yugra-Media continues improving the map itself. The third new arrival is StuG III Ausf.G - we have talked about this steel German beast in Dev Blog #333. The modeled assault gun was created by MIAG factory using the Pz.Kpfw.III Ausf.M chassis produced by MAN factory. This combat vehicle is the popular Ausführung G version. The most mass produced modification, numbered around 7800 units. They were armed with the 75mm StuK 40 L/48 gun with artillery periscope and equipped with Schurzen side armor sheets, smoke grenade launchers and an infantry MG34 stowed in the fighting compartment which was operated by an unlucky loader who had to expose himself to fire it. The completion of StuG III allows us to present new Tank Crew editions: Premium and Deluxe. Tank Crew Premium Edition offers the complete Tank Crew - Clash at Prokhorovka experience by adding 4 Collector Vehicles to the already impressive list of 10 legendary combat vehicles. A detailed Prokhorovka map and two campaigns of the original Tank Crew. This Premium Edition is available on our website. The Deluxe Edition is available on Steam and includes Battle of Stalingrad in addition to all this. Either edition offers huge savings compared to purchasing its contents independently. Of course, this is not all. For instance, Steel Birds campaign has been updated to accommodate the new tactical numbers system and is now available on Steam. There are dozens of other additions and fixes and the work on improving Great Battles continues. The full changelist follows: Main Features 1. The "Western Front, Spring 1918" map is available in Early Access to all customers who pre-ordered Flying Circus Vol. 2 and to all owners of Flying Circus Vol. 1 as we promised at the time of the announcement. Quick Mission mode works already, the work on finalizing the map and implementing the Pilot's Career and Advanced Quick Mission modes for it continues; 2. The C-47 "Skytrain" transport plane is now available to all who have pre-ordered it. In addition to QMB and AQMG modes, this aircraft can be selected in Normandy and Rhineland Career mode timeframes; 3. The German StuG III Ausf.G assault gun is now available to all who have pre-ordered it; 4. AI-controlled tank Pz.Kpfw. V Ausf.G Panther added; 5. AI-controlled Morris C9B self-propelled anti-aircraft gun with Bofors 40/L60 cannon added; 6. AI-controlled Universal Carrier Mk.II added; 7. The variety and historical consistency of aircraft and tank tactical numbers in Quick Mission, Advanced Quick Mission, and Pilot's Career modes increased; 8. Added the ability to remove external fuel tanks on player-controllable T-34 and SU-122; 9. Smoke grenade launcher functionality added on player-controllable Pz.Kpfw.III Ausf.M, Pz.Kpfw.V Ausf.D, and Pz.Kpfw.VI Ausf.H1; 10. Improved structure damage modeling of WWI airframes under load (their G-limit drop from rifle caliber bullet hits is not as drastic as before). Other Changes 11. The target distribution in AI aircraft groups has been adjusted. Priority targets like anti-aircraft guns are engaged by one to four planes in the group depending on the leader's AI level, other wingmen will choose other targets; 12. Steel Birds historical campaign has been updated. All flights are assigned tactical numbers according to the time period and specific unit, many other fixes and improvements were made;. 13. The animation of guns in turrets when switching positions has been corrected. 14. Turrets return to default positions when the crew leaves the plane. 15. The cocking animation when reloading the magazine has been restored. 16. Dynamic damage hit marks correctly appear on auxiliary armor panels on Fw 190 A-8, Fw 190 A-6, B-26B55 and others. 17. IL-2 mod. 1943: formation lights won't visually double at a distance. 18. USS Gleaves: torpedo launcher effects are aligned with its position. 19. USS Gleaves: torpedoes in the water are visible at a distance correctly. 20. Custom paint schemes won't have tactical numbers automatically assigned. 21. Normandy videos now have subtitles in Russian, Chinese, German, Spanish and French.; 22. Career ground attack aircraft escort missions won't be randomly generated in a corner of the map. 23. AI-controlled Ordnance QF 17-pounder gun now aims correctly. 24. Churchill IV gunfire sound replaced by a more suitable one. 25. PzKpfw IV Ausf.H is correctly visible at a distance. 26. PzKpfw IV Ausf.H model updated in many ways. 27. The PTK commander's panorama on SU-152 works correctly again. 28. Churchill speed indicators corrected. 29. Ferdinand gunner station now has a mirror for the bubble level indicator. 30. Ferdinand station notes (in-game help) updated. 31. Previews for T-34 mod. 1943 skins restored. 32. Fixed an error in submarines' torpedo launching algorithm, which sometimes caused the torpedoes to explode prematurely. 33. Radiator leakage effect excessive brightness has been reduced. 34. AI pilots won't sometimes taxi after landing in the wrong order. 35. AI pilots whose aircraft are unable to land will now be put at the end of the landing queue. 36. Tank fuel tanks can catch fire even if the engine is knocked out (previously this was blocked to prevent effects doubling). 37. In a case of MG misfire in a player controlled tank the cocking sound can be heard. 38. The disappearance of techno chat messages in Dogfight that could occur in a next flight after bailing out has been fixed. 39. Parachutes appear in multiplayer correctly when there is a wind. 40. The death animation of the A-20 top gunner has been corrected. 41. Yak-9 and Yak-9T: corrected the appearance of extended landing gear warning lights. 42. The rear landing gear of Flying Circus airplanes leaves a correct sized trail on the ground. 43. GUI: the operation of the armament panel in the HUD when there are multiple switchable positions has been corrected. 44. GUI: fixed HUD elements "blinking" at commander's seat. 45. Airco DH4 wreckage appearance has been corrected. 46. Damaged Gotha G.V. airplanes look correct at a distance; 47. Mission Editor: Entente and Central Powers units are displayed in blue and red respectively. 48. Mission Editor: Entente and Central Powers countries are correctly displayed in the Order/Opposition lists in the object properties of the Location type. 49. Mission Editor: the Move Camera to Object command for objects in the mission tree now has a keyboard shortcut Shift+RClick. The right mouse button click with Shift on an object in the mission tree will move the camera to this object. 50. Mission Editor: the Set on Ground command now works recursively for objects in groups and for groups within other groups. 51. U-2VS: a missing rocket on the left wing was added to ammo variants #20 and #29. 52. Tactical number colors were corrected in scenario campaigns. 53. Bomb and rocket aiming helpers won't jitter when enabled.
  7. Dear Friends, Very soon - next week - we'll publish the next update that is planned to bring (provided no critical problems are found during the beta testing) the long-awaited StuG III and C-47A, AND the WIP Western Front Spring 1918 map (!). We have told about the legendary Skytrain in one of our previous Dev Blogs, so today's star is StuG.III Ausf.G. There were many StuG.III self-propelled guns produced during the war, more than 9000 units spanning around 10 modifications. The Ausführung G that is recreated by our very talented partners at Digital Forms was the later one, having the heaviest gun and armor of all of them. The vehicle represented was built on the Pz.Kpfw.III Ausf.M base, so it has nearly the same chassis, engine and transmission. The fighting compartment, however, was completely rebuilt: replacing the turret with the welded armored superstructure granted it enough internal volume to accomodate the bigger 75 mm StuK 40/L48 gun. Its barrel and ballistics are similar to KwK.40 L/48 installed on Pz.Kpfw.IV Ausf.G and later ones. This gun used the same ammo as 7,5 cm Pak. 40 AT gun. Unlike the tank gun equipped with a telescopic gunsight designed for direct fire, the StuG.III gun had Sfl. ZF 1a artillery periscope marked for thre ammo types - APHE, sub-caliber AP and HE. Late StuG III modifications were equipped by infantry MG34 machinegun with box magazines stored in the fighting compartment. To fire it, the loader had to get out of his hatch, raise the armored shield and set the machinegun up in one of the two positions - for firing at air or ground targets. Schurzen armor plates for protection against AT rifles and shaped charges could be also installed. Six one-shot smoke mortars could be also installed. Sure enoungh, not only we modeled them in the game, but we couldn't resist and upgraded the two previously released Tank Crew tanks with this weapon - Pz.Kpfw.III Ausf.M and Pz.Kpfw.VI Ausf.H1 Tiger. All in all, StuG.III is a light enough to be maneuverable, but also has a good frontal armor protection and a powerful main weapon. As we mentioned above, it will be available to its owners very soon.
  8. Hello Gentleman, Good Day and I hope you enjoy your time. 1C is under a new CEO and on the 9th November we will learn more about the direction the company will go in the future. Until then, let me show you some nice render of the ingame models for the Great Battle Series. There will be more to show in the future and I hope you guys will like it. You can discuss it here and enjoy the bright future of this Series. Wish you fun and always enough air under your wings. Berst regards Martin
  9. Dear Friends, Today we'll tell you about the development progress on two other Collector Planes. The first one of them is the C-47A Skytrain. C-47A was a military modification of the civil passenger aircraft DC-3 that had the reinforced floor and large door on the left side for cargo and different radio equipment. The cargo/passenger cabin windows had gun ports for small arms firing. The Skytrain name was used in the US, British called it Dakota, while in USSR it was known as Douglas. Li-2 planes (a licensed modification of DC-3 with Soviet ASh-62 engines, Soviet cockpit instruments and armament) were also called 'Douglas'. The DC-3/C-47 family was the most popular transport aircraft of the war. The model we have in the sim can accommodate a general cargo, air-droppable cargo containers in the cabin, the same containers attached under the fuselage and paratroopers. Having the takeoff weight of up to 14 tons, the aircraft could carry up to 2,5 tons of cargo (more than 3 tons if overweight). The main disadvantage was its low speed, which adversely affected its usage in airborne operations. However, it was very easy to pilot and had good performance characteristics, which made it a real workhorse of the war. The long-awaited feature - make it player controllable - should be ready soon. Our engineers and artists from Yugra-Media are working to make it available to you as soon as possible. The second plane we'd like to tell you about today is the late WWI fighter with rotative engine, the epitome of the British aircraft design school - Sopwith Snipe single seater. This aircraft is being developed from scratch since we did not make it for Rise of Flight previously. This very maneuverable, fast enough aircraft that was armed with two synchronized Vickers machine guns could confront the best German aircraft of that time. The new 9-cylinder 230 HP rotative engine Bentley BR2 had 100 HP more than the Clerget 9B engine installed on the very successful Sopwith Camel - a huge increase. The upper wing was shifted lower to give the pilot a better view forward and up. The work on the 3D model of this bird by Yugra-media artists is nearly finished and the work of our engineers is underway - we hope to release it for customers this year, which means really soon in fact. Speaking of WWI we should mention that the Flying Circus Vol.II map had good progress. We should be able to start the beta-testing of this Spring 1918 map in the near future and it will be released soon after that. In Early Access the players will be able to use the new map in QMB and create single and multiplayer missions. After that we'll have to complete the work on the Flying Circus Career mode and update the map according to the customer feedback. We count on Yugra-media designers to use the new approaches that were adopted by our map designers during the work on the Normandy map to achieve the next level of the visual quality and fidelity compared to the old Rise of Flight map. And last but not the least - according to the player feedback we have revised the WWI airplanes damage from rifle caliber ammo - the evolution and the improvement of all the parts of IL-2 continues.
  10. Dear Friends, The work continues. At the moment we're working on the schedule of the new project, new techs, compiling design documents for the new aircraft and other objects - and along with all that we're developing the six Collector Planes, some of which will be released before the end of this year and some in the beginning of the next one. One of them is the British fighter Supermarine Spitfire Mk.XIVe "Bubbletop". Unlike the Spitfire Mk.XIV already existing in the sim, this one has a bubble canopy without the dorsal fuselage spine. Many WWII fighters had such modification - the goal was the improved backward field of view. However, the dorsal spine wasn't there for nothing - it provided better aerodynamics via better airflow behind the canopy, reducing total drag of the aircraft. Nearly all pre-war aircraft designs had it because of a bit higher speed, but the actual war, as it usually does in human history, set the priorities differently. In the beginning of the war two Axis design bureaus tried a different canopy and rear fuselage design: there were Focke-Wulf Fw 190 designed by Kurt Tank and Mitsubishi A6M Zero designed by Jiro Horikoshi. They weren't the first fighters with bubble canopies and without a dorsal spine behind, but they were the fighters that were quite numerous and affected the air battles on either side of the Earth. The bubble canopy without the dorsal spine affected the aerodynamics negatively, but it gave the pilots much better view backwards - this was noted not only by them, but by their adversaries as well, since an air engagement was usually initiated by a sudden attack from a blind zone. Soviet engineers created bubble canopy modifications of the existing aircraft in the end of 1942 and in 1943 these models were produced on a massive scale. Their Western colleagues adopted it later and bubble canopy modifications began to emerge in 1944. Bubbletop Spitfire Mk.XIV appeared a year after the initial design, in April 1945. In Great Battles, Spitfire Mk.XIVe "bubbletop" will have two wing variations - with long (fighter) and short (photo recon) wingtips. As we always do, there will be other modifications included. Spitfire Mk.XIVe bubbletop will be released in the beginning of the next Spring, which is a bit symbolic, since, as we mentioned above, the real fighter appeared on the front during Spring 1945.
  11. Update 5.002 Dear Friends, The huge update 5.002 was just released - it contains both new content and a lot of improvements for all released modules at once. The heavy British infantry tank Churchill IV is released - it is already available in the game for everyone who has purchased it. The tank represents a Lend-Lease program vehicle on the Eastern Front. There is a thorough description of it in the Dev Blog #328 - we recommend you to take a look since there are many interesting features. The update contains really important improvements for ALL aircraft of our projects — now you can customize their tactical numbers. The style of tactical numbers for each aircraft corresponds to the average historical practice: in reality, the numbers were applied with huge differences even on the same model of aircraft, however, the style we have chosen reconstructs historical prototypes well. Unique "fonts" have been created for each country, and the user can choose not only a symbol, but also its color. The available selection depends on the aircraft model according to historical data. In addition to being customizable by the player, in the Quick Mission, Advanced Quick Mission, and Pilot's Career modes the AI-controlled aircraft also have correct tactical numbers. In addition, the technology of dynamic visual damage (DVD) is now applied to ALL aircraft in our project. Essentially it makes the impact marks appear exactly where they should, not just in a general area like part of the wing. You are already familiar with it - earlier it was working on tanks, Flying Circus Vol.2 aircraft and some Battle of Normandy aircraft. Now the new system is used everywhere. It should be noted that since the position of these dynamic marks must be transmitted in a network game, an optimization was in order to avoid a decrease in the performance of the network module: in a multiplayer game, only hit marks from bigger rounds are displayed, bullet hits aren’t due to their number. In single player mode hit marks from all calibers are present. In the version 5.002 ALL aircraft also received a completely new visualization of the rotating propeller. Its appearance is now based on the physical principles and the image is matched to how it looks on video recordings, taking in account interference and strobe effects. The 3/4 view of the propeller corresponds to the direction of its rotation, forming a "crescent" pattern according to how the blades are facing the observer at each place of the propeller disk. The side view at the propeller depends on the propeller pitch. When viewed from the front, there is an effect of scratches flickering in the sun. In addition, the blurred propeller texture changes according to the paint scheme. A long-standing problem related to the excessive visibility of aircraft navigation and formation lights was also resolved. On all aircraft, the visibility of such lights is reduced to a common denominator and in accordance with historical data. There are well over 60 improvements and fixes waiting for you in this update. For instance, three new cargo ships were added for the Battle of Normandy. The full list of changes can be found below. Take a look at the last item on the list - the story of how it made it into the update is very interesting. After the release of Normandy, a gentleman who saw our trailer on YouTube recognized his father’s Typhoon by its tactical number (!), and wrote about it in the comments. He offered to provide more information and send photos. Of course, we updated the information (it is in the description of the paint scheme ‘Collins’), and we have found an excellent use for one photo. As you know, in our sim you can place a photo in the cockpit of aircraft and tanks - by default it is a woman corresponding to the era and country, but the player can replace it with an image of their own loved ones or even put some notes there. Now the Typhoon by default will have the real photo of the wife and child of the 245th squadron leader Jack Collins, who has been killed in action over Normandy - exactly the photo that he would have placed himself in the cockpit of his aircraft in 1944. This is a kind of a digital monument, a tribute to the memory of the pilot and his family. We want to extend this practice to other aircraft and tanks in our simulator - if you happen to know relatives of a pilot or tank crew member who fought in one of them, and they still have wartime photographs showing his family, please tell them to contact us at pr@1cgs.net. 5.002 Main Features Player-controllable detailed tank Churchill IV is now available to its customers; All Great Battles aircraft have new rotating propellers visualization tech; All Great Battles aircraft now use user-defined tactical numbers. The tactical number format for each aircraft reasonably corresponds to historical prototypes and varies by country. The font of numbers for each country is different and was chosen as the most commonly used from a historical and technical point of view. Additional paint schemes that are compatible with customizable tactical numbers are added; All Great Battles aircraft have the new tech of navigation and formation lights visualization, their visibility range became more realistic; All Great Battles aircraft use the DVD (dynamic visual damage) technology that was previously applied for tanks - the impact marks from bullets and shells are placed in the impact location (not just in a general area like part of the wing). The size and appearance of the marks is consistent with the type and caliber of the projectile, as well as the material of the skin at the point of impact; Bayfield-class assault transport ship added; Liberty cargo ship added; 12,000 ton cargo ship Design 1013 added; Normandy Map Improvements River borders in some French port cities corrected; Rivers near railway bridges and landmarks corrected; Churches in some areas were replaced with more historically suitable models; Coastal cliffs positions corrected; Many railway bridges were replaced with ones more suitable for specific locations; Mulberry A and Mulberry B port plans corrected; Windmills, water towers and production workshops positions corrected throughout the map; Some leftover trees removed from airfields; Several French port layouts corrected according to the new historical data; Fixed a problem with fortification objects partially hanging in the air; Fixed a problem with houses, barracks and production shops partially hanging in the air; Road network refined on the entire map; Manston airfield texturing adjusted; Miscellaneous Changes A-20 cockpit canopy reflections adjusted when viewed from the outside; Bf 109 spinners won’t visibly “turn 180°” when viewed from a distance; Red underwing smoke generator works correctly on SPAD XIII; Colliding with certain houses won’t cause tanks and other ground vehicles to be pushed in the air; Player controllable detailed tanks won’t stuck on the ruins of some houses; Rotating a ground object view camera won’t cause it to freeze or jump to the coordinate root in certain situations; MLRS won’t sometimes ‘creep forward’ when firing; Fixed an issue with the wingmen progressively falling behind in altitude when flying in a formation when the leader is climbing; The V-1 cruise missile autopilot ability to recover from a push has been reduced, making it easier to knock off course; V-1 engine flame effect looks correct from a distance; IL-2 airframe sturdiness has been corrected (now its tail is more resistant to damage); In Quick Missions where you control an AA gun the skins of target aircraft are set in accordance with the side, season and theater; Career: fixed an issue where the flight leader could taxi back to the last taxiing point on the runway before starting the takeoff; Career: fixed an issue that caused an empty bridgehead cover mission generation when choosing to start in the air; Normandy Career and AQM: a car on the runway and a parked plane near the control tower on the Thorney Island airfield were removed; Normandy Career and AQM: signal fires were removed from the airfield A1 Saint-Pierre-du-Mont taxiways; Normandy Career and AQM: static aircraft were removed from the edge of the runway on the Plumelot airfield; Normandy Career: now your character can be captured when landing or bailing out over enemy territory; Mission Editor: fixed an issue where changing the model of a detailed building in a mission could make it indestructible and generate script errors; Mission Editor: fixed the assignment of an object script for detailed buildings after changing the building model via the Properties > Model dialog; Mission Editor: Properties > Model dialog for Artillery, Buildings, Blocks, Blocks Detail and Firing Point object types now contains only the objects of the corresponding type; Mission Editor: the ability to link the objects in different groups has been restored due to a popular demand; Mission Editor: logical objects were removed from the Normandy map templates (this caused a large number of error messages during mission integrity checks, but did not affect the game functioning in any way); Mission Editor: the “/” symbol in the path to the object skin will be read correctly; Historically correct single-barreled 40-mm Bofors guns and the rangefinder post are added to the LST landing ships; Now the amount of time an AI aircraft can spend in a negative G maneuver is limited; Camouflage colors of the Pz.Kpfw.IV Ausf.G tank and the Flakpanzer IV Mobelwagen self-propelled anti-aircraft gun were fixed; A disabled detailed tank won’t incorrectly remain a group leader (previously damage to the vehicle could be incorrectly taken into account); AI wingmen execute commands "Attack air targets", "Attack ground targets" and "Attack air and ground targets" better; AI pilots engage brakes on the runway when waiting for the takeoff; Ar 234B2 drag parachutes and the SB 1000/410 bomb look correctly from a distance; Improved display of translucency of camouflage nets at a distance; Fixed graphical bugs in wagon models, due to which some of their parts began to “glow” in the dark in distant views; Fixed a graphical bug in the airfield barracks model (arf_eu_barrackblack) that caused a destroyed building to look like an intact one at a medium middle distance; Fixed display of balloon cables in multiplayer; Fixed an issue with the visual disappearance of the ammo belt and a false message about reloading when correcting a misfire in a bow (forward firing) machine gun on German tanks; The M2 commander's machine gun on the M4A2 tank can overheat and misfire; In multiplayer Dogfight mode a mismatch of tactical codes has been fixed; Fixed a game crash that could occur when a detailed SPG is following Attack Area - Attack Ground order; P-51B-5 some parts of the landing gear won’t "glow"; The size of HE shell DVD hit marks on thin metal and non-metal was increased by 3 times; The M8 Greyhound and Morris C9B combat vehicles have been temporarily removed for revision; Fixed a game crash for a guest commander when the owner of the tank exited the mission and there was an active order to move or attack; Fixed switching to the visor view when the tank is below a certain height above sea level; Last but not the least: the default photo in the Typhoon cockpit has been replaced with a real photo provided by the family of the 245th squadron leader, Jack Collins, who was killed in action over Normandy. Have fun!!! :)
  12. Dear Friends, Today is a big day. IL-2 Sturmovik team is glad to report that after almost three years of development Battle of Normandy is out of Early Access and is officially released - 5.001 update is out! «You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you.» Gen. Dwight D. Eisenhower. The official release also means that in addition to Battle of Normandy Premium Edition in our webstore there’s now Standard Edition without two Collector Planes - German jet bomber Arado Ar 234 and British fighter Spitfire Mk.XIV (they can be bought individually). On Steam the new module and its accompanying Collector Planes will appear in the coming weeks - please stay tuned while we work out the details. As usual, Battle of Normandy owners who have linked IL-2 and Steam accounts can access all the new content in the Steam version already. These years weren’t easy, but they were very interesting. During the development we have created many new technologies and approaches, did a lot of historical research, implemented new solutions. The last aircraft for Battle of Normandy were released in Early Access in August and today we add the last pieces - the map of the Northern France and Southern England, Pilot Career mode, Quick Mission Builder and Advanced Quick Mission Generator support for the new map. We have told about the Career mode and the new map in our recent Dev Blogs, but must point out again that they set the new record in terms of the work involved. New mission types, new airfield types, new airfields appearing on the map after D-Day - bringing their total amount to 100 airfields with historically accurate layouts! New objects created specially for the module - ships, ground vehicles, buildings, coastal defenses, V-1 buzzbombs and their launch positions, dozens of new aircraft paint schemes, etc. Battle of Normandy contains 10 player controllable aircraft (8 in the Standard Edition): - Hawker Typhoon Mk.Ib – British fighter/bomber, - North American P-51B-5 Mustang – American long range fighter, - Republic P-47D-22 Thunderbolt – American fighter/bomber, - Messerschmitt Bf 109 G-6 Late – late version of the German fighter, - Focke-Wulf Fw 190 A-6 Würger - German fighter, - De Havilland Mosquito F.B. Mk.VI ser.2 – British twin engine fighter-bomber, - Messerschmitt Me 410 A-1 Hornisse – German twin engine fighter-bomber, - Junkers Ju 88 C-6 – German twin engine heavy fighter, - Supermarine Spitfire Mk.XIV – British fighter (Collector Plane included in the Premium Edition), - Arado Ar 234 B-2 Blitz – German twin engine jet bomber and recon aircraft (Collector Plane included in the Premium Edition). Each aircraft includes a slew of historically correct modifications - unlike other games where each modification would be counted as a separate aircraft model, in Great Battles you can freely select and combine them. For instance, Me-410 A-1 mentioned above has modifications that, when selected, make it a whole model lineup: 1. Me-410 A-1/U2, 2. Me-410 A-1/U4, 3. Me-410 B, 4. Me-410 B-2, 5. Me-410 B-2/U1, 6. Me-410 B-2/U2, 7. Me-410 B-2/U4, 8. Me-410 B-2/U4 field mod with four MG 151 guns. In addition to the all above, update 5.001 contains the results of the big work on the damage model improvements which are of course are applicable to all the modules as usual - as you can see in the long list below, it required many changes in various parts of the sim. The testing and tuning of these changes by beta-testers from the community took a lot of time. We think this is the big step forward for Great Battles series and hope you’ll enjoy it. There are many other fixes and improvements - for instance, the mission loading time has been reduced dramatically, several times less on some PC configurations! The pilot and tank crew AI got better, etc.: Main Features 1. All Battle of Normandy owners have access to Northern France and Southern England map in two variations (before and after the D-Day). As usual, in multiplayer mode the map can be accessed by all Great Battles players. 2. All Battle of Normandy owners have access to the mid-1944 Career mode (3 countries, 5 phases, 17 frontline states, 225 historical squadrons, 103 of them joinable by the player, many new mission types). 3. All Battle of Normandy owners have access to QMB and AQMG game modes on the new map for a quick action, also with many new mission types. 4. Numerous new aircraft paint schemes added, including different invasion stripes for various time periods of 1944. 5. PzKpfw IV Ausf.H. tank added (AI controlled). 6. Flakpanzer IV «Möbelwagen» SPAA added (AI controlled). 7. Gleaves-class destroyer added (AI controlled). 8. The loading speed of all missions on all Great Battles maps has been improved significantly. Damage Model Improvements 9. Aircraft DM: RHA equivalent of the aircraft skin has been reduced nearly three times to the previous (wrong) values. 10. Aircraft DM: an issue that made aircraft skin damage too severe for larger bombers and some fighters has been fixed. 11. Aircraft DM: like the previously released change for larger caliber ammo, now all projectiles in the game loose integrity and stability after penetrating a significant armor thickness which affects their remaining ability to penetrate armor. 12. Aircraft DM: the relative speed of the target is correctly accounted for projectile penetrations calculations. 13. Aircraft DM: AP bullets and shells make slightly bigger holes in the airframe and aircraft skin. 14. Aircraft DM: powerful HE rounds explosions cause more damage to the airframe, aircraft skin and components. 15. Aircraft DM: small HE bullets cause less damage to aircraft skin. 16. Aircraft DM: it is now possible to damage radiators and fuel tanks when firing 7.62-7.92 rounds from more than 350 m distance. 17. Aircraft DM: bullets are less likely to ricochet from aircraft skin at low angles. 18. Aircraft DM: Bf 109 radiator collision model has been improved (previously its wrong shape could cause most smaller caliber bullets to ricochet when fired directly from behind). 19. Aircraft DM: the loss of the bullets energy hitting Bf 109 F-4 engine has been corrected. 20. Aircraft DM: an issue that caused bullets hitting Spitfire Mk.XIV MGs and guns to not lose energy has been fixed. 21. Aircraft DM: engine fire probability from bullet hits has been somewhat increased for WWI-era piston engines and jet engines. 22. Aircraft DM: engine fire probability from bullet hits has been reduced for WWII-era piston engines. 23. Aircraft DM: fuel tank fire probability from bullet hits has been reduced. 24. Aircraft DM: fuel tank fire and explosion probability from HE ammo hits has been reduced, now it depends on the HE power more. 25. Aircraft DM: it’s now harder to put out the fires by side-slip movement. 26. Aircraft DM: the several years old ‘crew health cheat’ (they required four point-blank 7.62 bullets in the torso or two in the head to be killed) has been removed. Now their ability to sustain damage is much more close to reality. 27. Crew DM: a random error that could cause a death from mild G-loads has been found and fixed, thus improving survivability rate during emergency landings. 28. Ballistics: ricochet tendency has been reduced somewhat. 29. Right wing MGs on P-51B can be correctly damaged. 30. P-51B and D fighters wings (middle-upper parts) can be correctly damaged. Me 410 Improvements 31. Me 410A-1: weapon panel placards corrected for WB 151 and MG 131 modifications. 32. Me 410A-1: missing rods from bomb doors to the forward window added. 33. Me 410 A-1: speed and timer gauges in the pilot’s cockpit corrected. 34. Me 410 A-1: altitude and speed gauges in the gunner’s cockpit corrected. 35. Me 410 A-1: bomb holders for 250 kg bombs and for SB 1000/410 look corrected. 36. Me 410 A-1: radiator fenders indicators light up when the cockpit light is turned on. 37. Me 410 A-1: the rear landing gear state affects air drag. 38. Me 410 A-1: technochat message warning about the gun overheating restored for the gunner. 39. Me 410 A-1: now the gunner can use the entire horizontal range of the guns for aiming. 40. Me-410 A-1: radiators can be correctly damaged by AP projectiles, resulting in coolant leaks. 41. Me 410A-1 intercept missions added to AQMG game mode. Tank Crew Improvements 42. M4A2, KV-1s, Pz.IV.G, Pz.V.D, Pz.VI.H1 hatches close when the turret blocks them. 43. The damage of the gun barrels base on Pz.III, Pz.IV and Pz.VI is calculated correctly when it is hit by fragments. 44. In multiplayer a guest gunner (who connected to someone else tank) won’t constantly hear the turret turning mechanism noise. 45. In multiplayer a tank owner won’t hear the gun or MG reloading sound when another player connected to his tank to the gunner or MG gunner station. 46. In multiplayer turning aircraft or tank turrets controlled by another player emit correct turning sounds. AI Improvements 47. AI controlled bombers keep formation a bit better during climb. 48. AI pilots will attempt to return to base in the event of an oil or coolant leak. 49. Me 410 pilots will correctly drop bombs in a deep dive. 50. Mosquito, Ju 88 C6 and Me 410 pilots will correctly drop underwing bombs. 51. Twin and 4x guns in AI controlled vehicles won’t judder during aiming. Other Improvements 52. Dropping an 1650 pounds bomb from Handley Page O/400 bomber won’t display an error. 53. A visual artifact in front of the right engine of Handley Page O/400 bomber has been removed. 54. An issue that caused guns and MGs to ‘float’ above certain breastwork has been fixed. 55. ‘No jamming’ difficulty option works correctly for aircraft turrets. 56. Me 410 is correctly counted in stats. 57. Visual bomb explosion effects has been corrected for cases when a bomb ricochets and goes off above the ground. 58. Proximity and CheckZone triggers in missions won’t erroneously count non-spawned and inactive objects. 59. External camera works correctly after flying beyond the map borders. 60. An issue that could lower the muzzle speed of an overheated MG before causing additional scattering of the fired bullets has been fixed. 61. Both P-47 have their idle engine RPM corrected (it was a bit too high potentially causing moving with brakes applied.
  13. The summer is ending, just like our Battle of Normandy release preparations. Two variations of the Normandy and Southern England map (before and after the invasion) are ready, Career mode is ready, Quick Missions and Advanced Quick Missions are ready - today we're starting the release candidate testing. This time we want to spend more time and resources on the testing and debugging. The beta-testing of the 5.001 update is going for two weeks already and we plan to test the release candidate for two more at least. There's a reason for that - it will include not only the Battle of Normandy, but a number of global improvements as well. The main global change is the long promised revision of the aircraft Damage Model. This time we have attempted to make more fundamental changes and not just "adjust the airframe durability to meet player expectations", but reverse-engineer the system in search of potential issues in many of its parts. During this process we have found a number of calculation passes which could be improved or tuned. These changes are already in the beta and beta-testers have responded that the damage received by aircraft in various combat situations looks significantly more adequate and realistic. We understand that this is a touchy subject, so the final changes will be explained in detail in the release notes of the 5.001 update. Speaking of the finishing of the new map and Career mode, we want to say that for each new project we have set more and more ambitious goals for ourselves, even if it wasn't clear in the beginning how it would work out and what the final answer to these challenges would be. Once again, many parameters have surpassed their previous records in the series. For instance, the length of the coastline is 990 km on the French coast and 1060 km on the English coast. 490 major cities and towns, not counting the minor ones, were recreated while keeping in mind their overall historical boundaries and main layout features. 100 airfields are waiting for your flight - and not one of them is 'default' or cloned, they all have historical layouts reconstructed using documents and air photos. Moreover, a new set of the airfield surface types was created: 1. Grass 2. CON (Concrete) 3. WC (Wood Chippings) - concrete covered by wood chippings and tar 4. TAR (Tarmac) - asphalt 5. ETH (Compressed Earth) 6. PBS (Prefabricated Bituminous Surface) - canvas saturated with tar 7. ST (Sommerfeld Track) - steel wire mesh reinforced with steel bars 8. SMT (Square-Mesh Track) - square mesh 9. PSP (Pierced Steel Planking) - stamped steel plates. As we have mentioned, there are two map variations created - before and after the invasion. Pre-invasion map lacks newly constructed airfields and constructions erected after D-Day on the Normandy shore. Career mode development required detailed information on symbols, tour of duty, bases, armament and assigned tasks for 285 squadrons acting in this project - players can join 102 of them and others are populated by AI pilots. This is another record for the Great Battles series. 9 new mission types were designed for the Normandy Career concentrating on the D-Day events and V-1 intercepts. Pilot's Career in the Battle of Normandy timeframe contains 5 phases and 17 front line states that change along the progression of time. As always, all the scenarios generated in the Career mode are unique even if you fly to the same target again - the generated combat situation will be different, while the weather will correspond to the real weather on that day. All in all, we're hoping that Battle of Normandy will be the most significant release in the IL-2 Great Battles series and all of you who have supported us all these years will enjoy another virtual, but to a great extent historically accurate reconstruction of a major air battle, that was created with love and respect to our common history.
  14. Dear Pilots and Tankers! Today’s DD gives you a glimpse of the gorgeous scenes that are possible with the new Normandy map which is rapidly nearing completion and we give you a sneak peak at the progress on the Churchill Mk.IV exterior and interior. Below are some recent screens I’ve taken with each of the aircraft built specifically for Battle of Normandy including the AI piloted B-26. Of course, all of these planes can be flown alongside your own or against in any title in the series. This really is our most detailed and complex map we’ve ever made and pushes our current map technology to its limit. It will provide countless hours of great missions and historical re-enactments of this pivotal battle and theater of the war. We think you’ll like it. Below are some very WIP images of the Churchill Mk.IV tank coming to Great Battles. As you can see the interior is NOT textured completely, but you can tell that our friends at DigitalForms have once again done an amazing modeling job! It’s another very busy summer for us. Stay tuned! Enjoy!
  15. Update 4.707 Dear Pilots and Tankers! The IL-2 Sturmovik team is nearing the finish line of our Battle of Normandy development cycle. However, after some deliberation, we decided not to make you wait any longer than necessary for the next update and to prepare an interim release for you containing what is already ready. So, today we bring you the final aircraft in the BON hangar – the Me 410 A-1 ‘Hornisse’ and our new Custom Input Profile feature! Our Me 410 was built from scratch and became a very challenging model for us to build. Its cockpit and rear facing gunner station is very unique and it took several modelers to finish it. There were many engineering challenges and complex equipment to model. It can appear to the user as an example of clever WWII German engineering or unnecessarily complex WWII German engineering long after the war had shifted against the Luftwaffe. Whatever way it strikes you, our 410 is the most highly detailed model of its kind in any combat flight simulator to date. Our very special team has built a very special bird. It comes loaded with many armament options to create several different sub-variants that you can try in virtual combat. Enjoy! In addition to the new aircraft, we have prepared for you a feature that you have been asking us to make for a long time – Custom Input Profiles and Pitch Response Profiles that can be assigned to individual aircraft. We created a video about this new feature for you earlier, but we recommend that you review it again so you can understand how it works. It’s quite simple, but powerful. Like all other features of Il-2 Sturmovik: Great Battles, this new feature will be available to owners of all titles in the series – Normandy, Stalingrad, Moscow, Kuban, Bodenplatte, Flying Circus I/II and Tank Crew. The final Normandy release event will take place in the coming weeks as we put the finishing touches on the Normandy map and gameplay modes such as the Pilot Career, QMB and AQMG. We also need to finish our prep work for the V-1 “Buzz Bomb”. At that point we will release it here in the IL-2 Official Webstore and on Steam and remember that shortly thereafter the price will increase to its normal full price. If you haven’t already jumped in, now is a super great time to do so!!! As always, in addition to the main changes, we have made a number of improvements and fixes aimed at improving the quality of your simulation experience. We hope you enjoy. Main Features 1. The German Me 410 twin-engine two-seat fighter-bomber is now available for all players who have pre-ordered Battle of Normandy; 2. You can now create various Input Profiles and assign them to different planes and tanks; 3. You can now create pitch axis response profiles and assign them to different aircraft; 4. New gunners model (as well as navigator in the A-20 and radio operator in the C-47) for American A-20, B-25, and C-47 aircraft crews added; 5. New bridge destruction visual effects added; Armament Changes 6. Machine guns and automatic cannons on aircraft and player controllable tanks can now misfire when overheated (including the turret guns); 7. If a loader is killed in a player controllable tank, the player has to press the reloading key after each shot to reload the gun; 8. The bug that caused too frequent misfires of WWI aircraft weapons has been fixed; 9. MG81 gun barrel overheat value has been corrected (it overheated too fast); 10. Restored the techno-chat message about machine gun overheating in aircraft and tank turrets; 11. The issue where an AP shell could be stopped by one 100mm plate but couldn't be stopped by 50mm+50mm double plates was fixed. Spaced armor plates with total thickness similar to one thick plate now stop AP rounds better than one plate; 12. An explosion of an APHE projectile inside a detailed tank would correctly damage nearby equipment or crew members (previously it could result in no damage in some cases); 13. The issue of large bombs damaging only a small part of a dense scene (many objects) has been minimized; Arado 234 Changes 14. The destructive overload value listed in the Ar 234 aircraft datasheet has been corrected; 15. The effect of Ar 234 flight stability loss at overcritical Mach numbers has been reduced; 16. Ar 234 cockpit reflections became more pronounced; AI changes 17. AI controlled planes which rotated on the ground because of damaged landing gear are now removed from the simulation after some time (previously such planes could rotate infinitely during takeoff or landing and thus occupy the runway); 18. AI terrain recognition algorithm has been improved when flying in groups (previously its shortcomings could cause them to crash when flying over a terrain with big altitude differences, like over mountains on the Kuban map); 19. AI aircraft turret gunners now lean to the machine gun and prepare to fire on the target in advance, before it enters the fire zone; 20. AI pilots differentiate by altitude while landing on a same airfield; 21. Due to a bug in the target selection the AI tank gunners operating the guns with a limited fire sector did not fire when they were assigned targets outside their fire sector - this shouldn’t happen again; Mission Editor Changes 22. It is possible to edit countries and coalitions for multiple locations of the same type; 23. The ability to place outgoing target links from MCU:Complex Trigger has been removed (the necessary links were and still are set only through Events in the Advanced Properties of the Trigger itself, the outgoing target link did not work); 24. Object links for Land and Take Off commands can be set only for aircraft; 25. The performance when copying/pasting objects in large missions has been improved; 26. New Ungroup Recursive command was added for a group of objects, allowing to ungroup all subgroups in it; 27. The durability of Building, Block, Bridge, and Airfield object types can be reset to default values using the Reset Durability button. There is also a new command in the Tools menu with the self-explanatory name Reset All Durability; Multiplayer Changes 28. When connecting to a Dogfight server, airfields in the lobby appear faster; 29. Mission script commands in Cooperative game mode work for groups of objects with players; Other Changes 30. Oyster_KAI has improved cockpit detail of P-51B, Mosquito, Bf-110E2/G, Ju-88A4/C6 and He-111H6/H16; 31. The (fictional) photographers' names appear under photos in newspapers in Career mode; 32. Landscape parts shouldn’t disappear from view on wide-angle VR HMDs anymore; 33. Pause button during recorded track playback works correctly; 34. Me 410 has been added to the Rhineland pilot career mode to II./KG 51 (joinable by player).
  16. Dear Pilots! Today’s Developer Diary is a continuation of last weeks with more pictures of the upcoming ME 410 release, this time of the very cool looking cockpit along with more images of airfields on the Normandy map. The ME 410 is the last of the player flyable aircraft from the Normandy plane-set to be released and the cockpit proved to be a challenge to create, especially with its unique defensive armament arrangement and complicated gunner controls. However, our modeling and engineering teams have once again created an amazing combat experience for IL-2 pilots. The ME 410 will enter beta testing very soon and testers can put it through its paces. We’re almost there Hornisse fans! A fun fact about the Normandy map is that there are 100 airfields total when you combine the airfields in southern England and Normandy regions. These pics are just a few. Work on the Normandy map, Normandy Career and remaining vehicles and ships continue full throttle as we march to release in the coming weeks. And just a reminder that BON still has it’s Early Access discount, but time is getting short. If you have not already purchased it, now is a great time to pull the trigger. Enjoy! The Sturmovik Team
  17. Dear Pilots, Today’s DD brings us images of the ME 410 A-1 in the engine finally, showing off some of its paint-schemes and beautiful lines. This beautiful bird has been in development for a long time, but the wait has been worth it. The cockpit was an especially challenging piece of work and we’ll have pics of it in the next Developer Diary, but today feast your eyes on its external beauty. Our 410 an A-1 model, but with various modifications that are included it can also become a B-2 variant. We think you will really enjoy the ME 410 A-1 ‘Hornisse’ as it was known. It’s another triumph for the Sturmovik modeling and engineering teams! The ME 410 will enter Beta in about a week’s time. We also have several images of airfields that will be present on the Normandy map. It’s nearing completion and will enter Beta soon as well. It should be noted that the images below are still WIP and some textures may not final. As we have highlighted in previous diaries, different fields have different surfaces. These images definitely demonstrate a variety of different types. Just like our previous maps there will be numerous airfields to launch missions from and of course attack! There is just a huge variety of different airfield types to choose from. Enjoy! The Sturmovik Team
  18. The AR 234 is pretty dang cool. Added some AI B-26 which is also in this update. Enjoy
  19. Dear Pilots, Today’s DD takes a look at our cliff models for the Normandy Map. Making realistic looking cliff faces in a flight-simulator is always tough. Whenever you make a map with the English Channel this becomes necessary. Many other development teams have had to craft them over the years and we are no exception. We had our first crack at them when we made our Channel Map for Rise of Flight about 10 years ago. We’ve gotten better at making them and below you can see some work-in-progress images of how they currently look in IL-2 Great Battles. Work on the Normandy map continues and it is really starting to take shape. The map will be released later this summer. However, the next update is already in Beta and it will include the Arado AR-234 jet bomber. What an interesting and challenging aircraft to model. She’s pretty complex. And the AI B-26 will also be I the next update. Enjoy! The Sturmovik Team
  20. Dear Pilots! In today’s DD we have three new things to show you. First, we have some screenshots of our Normandy Map which is coming together nicely. It’s looking very scenic! Second, we have developed the technology to launch a V-1 “Buzz Bomb” from fixed installations. They will make great targets for mission designers. And finally, we have been working on the technology necessary to portray amphibious landings which is necessary for Normandy. Normandy Landscape Below are screens from the new map. As you can see there are some rather large cities and towns as well as a variety of different airfield types. The landscape is also very beautiful. Together it will make a very interesting and fun map to fly over. V-1 Installations The dreaded V-1 is operational in our project for the first time. V-1 sites were prized targets by Allied pilots and needed to be silenced. The V-1s raining down on the UK in the summer of 1944 were a real problem and caused so much destruction and casualties. Attacking these sites will make for some excellent missions. Amphibious Landings And finally, we can’t have an invasion without landing craft bringing troops and vehicles to the beaches. In the images below we see some testing on one of our non-Normandy maps. We have found a clever way to make infantry objects that appear pretty convincing. These soldiers can advance and shoot at the enemy and of course they can perish. Just don’t ask these little pixel soldiers to make you a sandwich or tea, they aren’t that smart. Enjoy! The Sturmovik Team
  21. Dear Friends, In today’s DD we see images of the AR-234 in some new skins and geometry of the IAR-80/81 cockpit. We also see the implementation of WWII style barrage balloons which can be used to protect ships and ground targets. These balloons can be towed by ships, winched up and down and if the wire is hit hard enough and severed the balloon will fly away. If the Luftwaffe ever does reach the invasion fleet watch out for these new obstacles! Our AR 234 B-2 jet bomber is nearing its final stages of development and we have some cool skins to show you today. What a great looking aircraft. The IAR-80/81 Collector Plane is also making progress. The cockpit geometry is about done and ready for texturing. Looks like a very busy cockpit! Enjoy! The Sturmovik Team
  22. Dear Pilots! Today’s DD is all about the mighty Mosquito FB Mk.VI, which is nearing completion for Battle of Normandy! We are finishing her systems and flight model and preparing her for release. As you can see from the images, she is a really good-looking aircraft and there are tons of armament options. She packs one hell of an offensive punch with awesome flight performance. We think she will be an incredibly popular ride in Great Battles. Below you see the almost completed cockpit along with several armament options and skins that will be included. Unfortunately, some systems were not functioning yet, so I was unable to launch any weapons or engage in combat, but she will be entering Beta very soon where the testers will put her through her paces. Stay tuned for more as we get the “Wooden Wonder” ready for release! Enjoy! The Sturmovik Team
  23. Dear Great War Pilots! We have some awesome news to share with you in today’s DD. The images below are the first to show the Sopwith Snipe and Siemens-Schuckert D.IV Collector Planes we have in development. They are being built by our friends at Ugra Media with our supervision and they are coming along quickly. The Snipe’s external is looking good and the cockpit is well under way, but not ready for a public reveal yet. The SS.D.IV is in a less developed state, but it’s coming along nicely. Both of these are challenging little birds to build, as great reference material is sparse, but when complete they will represent the pinnacle of WWI fighter design at the time of the Armistice. These are also the first truly new aircraft for Flying Circus that were not made for Rise of Flight in the past and we think you will really enjoy them! Both of these will be made available for Pre-Order soon, now that they have made significant process in their development. More about these two interesting warbirds as development progresses. Sopwith Snipe Siemens-Schuckert D.IV Enjoy!
  24. Dear Pilots and Tankers, Today’s DD is a collection of images of new content in development by our partners such as Ugra Media, DigitalForms and others. First, we have a few very much WIP images from the C-47 cockpit being built by Ugra Media. As you can she its coming along nicely and it will add a new dimension to Allied air operations! Next, we have some amazing cutaway shots of the Churchill Mk.IV tank being built by our partners at DigitalForms. The engineering and work they do for Tank Crew models is simply the best in the business. Looking great! They are also working on the Stug III which as you can see is not as complete as the Churchill, but the modeling is just as detailed. Here are a few shots of some sub-assemblies. Finally, we have the Sd. Kfz. 234 which is built by a collection of professional modelers we call Luchin Team. This armored vehicle will be on the Normandy battleground later this summer. Please cheer on our partners as they work to bring some very interesting new toys to your favorite combat simulator – IL-2 Sturmovik! Enjoy! The Sturmovik Team
  25. Dear friends, The Sturmovik Team and Ugra-Media have completed the Sopwith Triplane which is the final aircraft planned for Flying Circus Vol.II. The new Western Front map is still in development. The "Tripe" as it was famously called, has three beautiful wings! Each wing has its own ailerons making it quite maneuverable in battle with enough armament to allow its pilots to be confident in a dogfight with any adversary of the era. We think you will enjoy her! In addition to the new aircraft there are many changes and additions in this update that will improve your gameplay experience: 1. Sopwith Triplane is available to all owners of Flying Circus Vol.II; 2. Distant buildings visualization system has been improved, single medium sized buildings that are viable targets are displayed from farther away; 3. Shadows rendering in the hangar is more detailed; 4. Tank gun firing visual effects are further improved; 5. Fire effects are improved for various vehicle types; 6. Additional optimization of the landscape rendering system reduced the potential stutters while moving on the map; 7. Loading times of larger maps were improved a bit; 8. Sensitivity settings for the pitch axis, the vertical guidance axis of the tank turret and other similar axes, now have correct namings for hte axis limits; 9. Adjusting the axes control settings was made clearer thanks to better dead zone visualization; 10. Second and third engine axes response settings have correct labels; 11. GUI instrument panel turns off after bailing out; 12. A rare GUI issue that sometimes could lead to generating a Quick Mission Builder scenario without a player flight if the player flight count has been set to random has been fixed; 13. Balloons now have markers like aircraft do; 14. Bombs dropped from a bomb bay backwards (tails first) won't visibly jerk along their axis; 15. Simple ground vehicles and ships will correctly engage the targets assigned by MCU_CMD_AttackTarget command with High priority; 16. Square visual artifacts on the water surface that were visible from high altitude at certain sun position won't appear on Rheinland map anymore; 17. AI pilots will switch off their navigation lights when engaged by the enemy during the landing; 18. All German gauges have been redrawn to be as historically accurate as possible. Different gauges are assigned to each model variant (Oyster_KAI); 19. Colors of all German interior equipment/placard have been checked and repainted to their correct color or design (Oyster_KAI); 20. New different throttle quadrant markings & pitch control switch for Bf-109 F/G/K. 21. New drop tank placard & oil cooler placard for Bf-109 E-7 (Oyster_KAI); 22. New headrest for Bf-109G6 (Oyster_KAI); 23. New details for He-111s (Oyster_KAI); 24. New rudder pedal belt texture for all German planes (Oyster_KAI); 25. In the Me-262 exterior view, the 2 pixelated circular holes behind the seats have been redrawn (Oyster_KAI); 26. Added circuit breaker markings on the instrument panel for Bf-109s, Fw-190s, and the Me-262 (Oyster_KAI); 27. Added screws for the Fw-190A's left & right canopy frame (Oyster_KAI); 28. Bf-110s, M.C202, and P-51D external views now have visible instrument reflections (Oyster_KAI); 29. P-51D placards won't glow at night (Oyster_KAI); 30. Scrollbar in the aircraft selection menu in Dogfight won't overlap with the aircraft images 31. A minor issue in the tactical number selection menu has been fixed; 32. Mission Editor won't crash during loading of the Prokhorovka map; 33. Aircraft lists in the Mission Editor are sorted correctly (alphabetically).
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