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Found 28 results

  1. Update 4.005 Dear friends, The IL-2 Sturmovik team is happy to announce that another, very big and important milestone in the evolution of our project has been reached and its result is ready to be downloaded to your PCs. This time the update doesn't bring new content since the development of the new Normandy project is at the very early stage. However, it contains an enormous block of changes paramount for the IL-2 as a combat flight-sim, namely the aircraft damage model and munitions damage calculations. Earlier we have published several Dev Blogs dedicated to these changes, where they are covered in detail and how they affect the gameplay. Additionally, the external textures of four previously released aircraft are now available in 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. 4 additional ground vehicles were added to the sim - two ambulances and two fuel trucks. And a new language has been added to the game - Simplified Chinese! Well, at least most of the sim is translated, some parts will have to wait. More on that below. But of course, this is not quite all we have done. The change-list contains a whopping 140 changes - this is the all-time record for our project! There are numerous improvements to the aircraft simulation, aircraft models, player controlled tanks (Tank Crew) and artificial intelligence (AI). The causes of several important issues we weren't able to reproduce previously due to their rarity and randomness and thus fix before were finally found and fixed. The full list contains many other improvements and fixes as well. Take a look: Main features 1. MiG-3 series 24 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 2. Pe-2 series 35 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 3. Pe-2 series 87 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney; 4. Bf 109 G-4 exterior textures, including damage, are in 4K quality now thanks to Francisco =BlackHellHound1= Bindraban; 5. Binoculars have been added for tank commanders (press LCtrl + 5); 6. GAZ-55 ambulance vehicle added; 7. BZ-35 fuel truck added; 8. Opel Blitz ambulance vehicle added; 9. Opel Blitz Tankwagen fuel truck added; 10. New language added - Chinese Simplified (简体中文). The career mode is not yet completely translated since the newspaper articles and some squadron histories and award descriptions are in English (they are not necessary for playing though). The Chinese symbols in the pilot name won’t work sadly due to the technical limitations in the mission file format. Aircraft Damage Model Improvements 11. All aircraft got the new, significantly more advanced version of the airframe damage calculations: each aircraft has its own geometrical sizes of the airframe parts and the material types while the damage calculations take into account the peculiarities of the AP, blast and fragmentation damage; 12. A complete rework of aircraft skin damage calculations has been done and it now takes into account the projectile caliber or its HE capability: now AP ammo and bullets damage the aircraft skin to much lesser extent than HE ammo while ramming an aircraft with a propeller of another instantly causes severe aircraft skin damage; 13. Visual hit effects (sparks, splinters, etc.) and sound effects now depend on the material of a hit part of the aircraft; 14. A one projectile impact won’t erroneously cause multiple (doubling) damage effects on the airframe parts which have several hitboxes; 15. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts which don’t have their own cracks modeled in 3D visual model (for instance, when shooting at a wing root that should cause a crack in the wing on the aircraft where a crack at the wing base is not modeled) are calculated in more detail; 16. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts not connected to the airframe won’t damage the airframe (for example, hitting an engine nacelle of a twin-engine aircraft won’t destroy a wing); 17. The calculations of the energy impulse transfer to an aircraft from a munition it was hit by now take into account the shots that went through it; 18. Exploding shells no longer damage the airframe by their initial kinetic energy of an intact shell, only by the blast and the kinetic energy of its fragments; 19. The following visual effects of the aircraft fragments were corrected (turned on when needed and off when not needed): landing gear dust (in the flight), the lighting from landing and navigation lights, guns firing and engine exhausts, smoke from smoke generators and vortex trails from the wingtips); 20. The found discrepancies between a new and repaired aircraft aerodynamics have been fixed; 21. A rare issue that could cause the airframe cracks to preserve after repairing has been found and fixed; 22. The modeling of the combat damage of the piston engine crank gear became more detailed and takes into account the engine type (for instance, the damage of the crank gear of the air-cooled engines happens more rarely than crank gear of the liquid-cooled engines) and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions. The damage of the crank gear can cause the wedging up and seizing up of the crankshaft while the heavy momentary incurred damage can cause the immediate stop of the crankshaft; 23. It is now possible to damage one or several engine cylinders at once by weapons fire, reducing its power output. Damaged pistons can affect the crank gear and can be accompanied by oil and coolant leaks. The calculations of the incurred damage and leakage values take into account the type of the engine and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions; 24. The calculations of an engine fire probability from torn fuel lines and oil leaks take into account the peculiarities of the armor penetration, blast and fragmentation effects of the munitions; 25. The physical model of the engine now differentiates the two types of oil leaks: from the engine and from the oil system; 26. Only the actual oil leak from the engine now soils up the canopy instead of a general engine damage; 27. An excessive amount of piston engine shaking caused by the crank gear damage has been reduced; 28. The calculations of an oil tank or oil radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail; 29. The calculations of a coolant tank or water radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail; 30. The calculations of a fuel tank leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail. The fuel tanks leak protection will be taken into account later, when the next level fuel system modeling is finished; 31. The visual intensity of a fuel, oil, and coolant leaks now corresponds to the actual severity of a leak closer; 32. When calculating the probabilities of a fuel tank fire and explosion, the different AP, blast and fragments effects are taken into account as well as the amount of the fuel leaking from the tank at the moment. Inert-gas pressurization and other fire countermeasures will be taken into account later when the next level fuel system modeling is finished; 33. Bf 110 G-2, Bf 110 E-2 and Hs-129 B-2 right engines won’t be excessively damaged by explosion fragments; 34. P-38J-25: a stabilizer won’t be destroyed by small fluctuating stress loads; 35. P-38J-25: it is now possible to hit and damage the right engine radiators; 36. P-51D-15: it is now possible to hit its oil tank and its armored visor is correctly included in the armor protection calculations; 37. P-51D-15 canopy will appear correctly soiled up by an oil leak both in internal and external views; 38. P-51D-15 3D-model won’t erroneously show the wing crack; 39. The landing gear doors on all aircraft are destroyed if landing gear wheels are torn off in retracted position; 40. Hs 129 B-2: the destruction of the right landing gear door won’t generate the landing gear door debris on the left; 41. Bf-109 (all series except E7): the loss of the vertical stabilizer and the central part of the horizontal stabilizer is temporarily blocked due to the interdependence of this damage in the 3D model, which makes this point extremely vulnerable to combat damage and causes undesirable results. We will try to move the breaking point above the stabilizer in the future and fix this limitation. Damage to the rudder, elevators and horizontal stabs are still possible and the rudder and elevators can still be detached. And the left and right portions of the horizontal stab can also be lost; 42. Bf-109 (all series): the mixed up locations where the debris of the landing gear bay doors appear have been corrected; 43. MiG-3 series 24: the main landing gear bay doors in the wing can also be torn off by an excessive ram air pressure; 44. Excessive rear hemisphere protection of the Pe-2 gunners from the fragments has been corrected; 45. Ju-52/3m g4e: the oil level gauges display the correct amount of the oil left even if it is completely gone or after the oil system repair; 46. Ju-52/3m g4e: first pilot bailing out won’t cause the death of the second pilot and the gunner; General Damage Model Improvements (for all objects in the sim) 47. A complete overhaul of the blast and fragmentation damage, as well as armor penetration damage has been finished, including, but not limited to: correction of calculation errors, calculation speed optimizations, protection of the calculation results for finding possible errors in the initial data; 48. Insufficient blast damage in case of a very near explosion or inner explosion has been corrected; 49. The number of fragments hitting an object is correctly calculated basing on the distance to an explosion, including the case of inner explosion; 50. Now there is a possibility of a ‘stray fragment’ impact when the expectation function gives less than one fragment due to the distance to the explosion (outside the kill area), which is important in a case of multiple explosions; 51. The armor penetration ability and damage of projectile increases if the resulting impact velocity exceeds the muzzle velocity of a projectile in the reference test data; 52. The fragmentation damage modeling is made less abstract for all ammunition types: the formation of the fragments, their initial speeds, masses and sizes are calculated and their loss of velocity with the distance traveled is calculated using the modern estimates of their resistance factor and the integration of their movements; 53. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled; 54. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced, but a very close explosion is much more effective than before; 55. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason; 56. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances; 57. Engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage; 58. In a rare case of a direct bomb hit at a turret of a flying aircraft, aerostat or a parachute there won’t be a detonation delay that could cause it to explode at a distance to the object; 59. The severity of a wound depends on the impact area: a head hit is more critical than a body one while a body hit is less severe than it was before; 60. The crew members experience less pain shock from wounds and impacts; Player controllable tanks improvements 61. The death of a radio operator now blocks the external communications; 62. Pz.III-L and T-34 STZ tanks ammo racks now are damageable; 63.The physical collision model of the Pz.III-L turret now correctly rotates together with the visual model of the turret; 64. The physical collision model of the T-34 STZ main gun barrel now correctly corresponds to its visual model; 65. The M4A2 commander’s machine gun can be damaged; 66. In the event of a catastrophic detonation, the turret flying away from Pz.III-L and T-34 STZ tanks will be visually damaged; 67. A knocked out machine gun won’t incorrectly cause the death of its operator; 68. The issue that could result in the destruction of a tank when its main gun and coaxial MG are knocked out has been found and fixed; 69. Several commands of the tank commander (for example, "Attack ground targets on sight") will work even if the mission script doesn’t include any commands for this tank; 70. Several non-working technochat messages about turret systems failure and repair (coaxial machine gun, main and backup turret traverse, vertical aiming mechanism, etc.) have been fixed; 71. Pz.Kpfw.III.Ausf.M, Pz.Kpfw.IV.Ausf.G and M4A2 tracks tension is correctly animated (it was reversed); 72. The tank radio transmitter failure makes the communication with other tanks of the unit impossible; 73. Viewing instruments on KV-1s tanks made more detailed; 74. The issue with KV-1s tracks visibly moving in the opposite direction when accelerating has been minimized; 75. The casing of the various large systems (engine, gearbox, ammunition) can protect them from shell fragments; 76. An additional armor sheet on the front hull of the KV-1s is now modeled; AI Improvements 77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics; 78. The AI pilots of the high-speed aircraft aim better when firing the guns; 79. A failed bombing run won’t cause an AI-controlled bomber to fly beyond the map borders; 80. An AI pilot estimates the time required to destroy a ground target better; 81. The AI pilots won’t try to move the control surfaces of a crashed aircraft; 82. P-51D AI pilot will always close the canopy before taking off; 83. Gunners won’t do unnecessary motions when bailing out; 84. Additional improvements were made in the ground vehicle obstacle avoidance algorithm; 85. A rare issue that could cause vehicles of a column to move directly North after an emergency stop has been found and fixed; 86. AI-controlled ground based guns and MGs aim better in heavy wind weather conditions; 87. 76mm and 77mm AAA of World War I era aim better; Visual aircraft models improvements 88. The bomb control panel on all Bf 109 3D-models is now hidden in the outside view if no bombs are installed; 89. The right landing gear wheel of the Bf 109 E-7 is no longer visible from a large distance when the right wing is lost; 90. The Bf-109 G-14 canopy cable looks correct when the canopy is open; 91. The gap between the bomb holder and Fw 190 A3 and Fw 190 A5 fuselages has been removed; 92. The gear wheels of the chain drive of the He-111 bomb bay doors are animated now; 93. The An-4 compass on Pe-2s has a functioning backlight now; 94. The excessive visibility of IL-2 mod. 1943 at large distances caused by a wrong glare setting has been corrected; 95. The rear navigation light of the La-5FN won’t be visible from the cockpit; 96. A damaged LaGG-3 won’t appear to have through holes when zooming out; 97. The Yak-1b rear wheel trace on the ground won’t visually thicken when zooming out; 98. P-51D and Tempest radio station bulbs made brighter when turned on; 99. An incorrect flare visual effect on the P-51D fuselage has been fixed; 100. An incorrect flare visual effect on the Fokker D.VII wingtips has been fixed; 101. Left ailerons of Fokker D.VII and Fokker D.VIIF won’t cause visible z-fighting effect; 102. S.E.5a: a dead or unconscious pilot or gunner won’t clip through a cabin side; 103. The animation of the 2000-pound bomb M66 impeller has been fixed; Other aircraft changes 104. Another error that could cause the hits on the own aircraft to be not audible in multiplayer has been found and fixed; 105. When in the cockpit, the player will now hear different sounds when different parts (materials) of the aircraft are hit different types of ammunition (before that, sounds differed only by the type of ammunition and only in open cockpits or in an external view); 106. The ram air sounds in the cockpits of all aircraft have been re-adjusted, the sound changes depending on the state of the canopy (open or closed) as well as the position of the pilot's head relatively to the windscreen; 107. The positioning of the engine sounds in the cockpits has been improved as well; 108. Bf 109 G-6 in-cockpit sounds were corrected; 109. The issue with the pilots posing in weird ways should be gone now; 110. Ju-88 top shooter won’t continue to fire when the canopy and the MGs are jettisoned; 111. It is now possible to shoot a signal flare after opening the IL-2 mod.1943 cockpit; 112. The trace of an aircraft after a belly landing won’t disappear when zooming in; 113. Flying Circus planes will correctly show the dust from wheels effect; 114. P-51D wheels leave correct traces and their dust effects were corrected; 115. Opened P-51D landing gear bays cause less drag; 116. Bomb detonator switches are no longer inverted on P-51D; 117. A-20B, La-5 series 8 and La-5FN: it’s now possible to move the throttle control when it is in the idle position and ‘Engine auto control’ helper is enabled in the options; 118. FFB vibrations increased during control surfaces buffeting at terminal flight speeds; 119. Now a crewless aircraft will be removed from the simulation when it stays on the ground for 30 seconds (previously it was removed when its altitude was less than 10 meters and speed less than 10 meters per second); Ground and naval objects 120. Projectiles of the multi-barreled anti-aircraft guns visually appear aligned with the positions of the individual barrels; 121. Tanks and trucks won’t leave marks on concrete surfaces; 122. Vehicles won’t create so much dust when moving on concrete and paved surfaces; 123. TRG_Spawn mission logic element won’t cause the spawned vehicles to have visual effects of a damaged engine; 124. The issue of random destruction of a train in QMB has been found and fixed; 125. Simple AI-controlled ground vehicles won’t visibly ‘shudder’ when moving on steep slopes, especially on the Prokhorovka map; 126. Sd Kfz 251 Wurfrahmen 40 rockets launch correctly visually; 127. The upper and lower armor of simple AI tanks has been corrected (made more resistant to fragments); 128. The visual model of a static railway tank has been updated (its frame); 129. The static T-34 model texture that appears at a certain distance has been corrected; 130. Railway wagons and locomotives won’t receive critical damage from any first hit; 131. A graphical corruption caused by G-5 gunboat firing its M-8M rockets has been fixed; 132. The issue that could make the naval guns indestructible has been found and fixed; 133. Ships that run aground will stop earlier and won’t display water wake effects; 134. A random issue with the parachute not completely descending to the ground has been fixed; Other changes 135. VR zoom can be made instantaneous if the default speed gives you nausea - set the value of the vr_zoom_speed parameter to 1 (it is located in the camera section in data\startup.cfg file); 136. Ricochet sounds and graphic effects were added; 137. The physical collision models of the European suburban buildings in some blocks on the Arras map now correspond to their visual models; 138. The trees that prevented takeoff and landing were removed at the end of the strip of the Florennes airfield; 139. Bailed out pilots can be correctly captured by the enemy in the Bodenplatte career; 140. MCU_Waypoint mission logic element won’t receive input from other elements when deactivated. Please discuss the update in this thread.
  2. Update 4.002 Dear Friends, Our team is glad to announce that we finished another update 4.002. In this version, all Tank Crew owners get the SU-122 assault gun. In addition, everyone gets many improvements - some of them our community asked for a long time. After additional work on the aircraft visibility modeling against the clouds is improved. We also added automatic dive-recovery controls to four bombers from Battle of Stalingrad and Battle of Moscow. The login time has been drastically decreased, it will now happen up to ten times faster than before. Tank and aircraft turrets aiming will be more convenient and there are many other minor improvements. Let's go into detail about the automatic dive-recovery controls: Ju-87 When the dive system is engaged, the plane enters a dive when the air brakes are extended and will recover from the dive either by pressing the bomb drop button or when the air brakes are retracted. The dive system controls are separate: the trimmer tab on the right elevator is controlled by the dive system while the pilot controls the trimmer tab on the left elevator. Therefore the pilot input and dive system input of the trimmers are independent, and when the dive system is in operation, there is no indication of a trimmer position change in the technochat. Ju-88 When the dive system is engaged, the plane enters a dive when the air brakes are extended or when the dive button (LCtrl + D by default) is pressed. The plane will recover from the dive either by pressing the bomb drop button or by pressing the dive button (LCtrl + D by default). The dive system will return to the neutral position of the elevator trim, while the full range of trimmer travel from the pilot’s input is preserved. Therefore the pilot input and dive system input of the trimmers are independent, and when the dive system is in operation, there is no indication of a trimmer position change in the technochat. Also, the elevator trim is automatically shifted when the stabilizer is moved to the landing position (when flaps are released to the landing position). This also shifts the trim back to the neutral position. Pe-2 (both series) When the dive system is engaged, the plane enters a dive when the air brakes are extended (pass through the 45° position) and will recover from the dive when you press the bomb drop button or the dive recovery button to exit the dive (LCtrl + D by default). The dive system controls the elevator trim -for correct operation, the trimmer must be in the range between -4.5 ° to + 4.5 ° before turning on the dive system. If the trimmer is outside this range or if the airplane is trimmed manually while the dive system is in operation or if the air brakes are retracted the dive system will disengage. Ju-87 and Ju-88 Contact altimeters are installed on these aircraft. The RShift + K and RCtrl + K commands (by default) set the bomb release (contact) altitude. When the dive system is engaged, the buzzer will sound 250 m above the contact altitude. Buzzer turns off when the contact altitude is reached or when the dive system is disengaged. The pressure setting is adjusted by the same command as on the main altimeter (with a short pause after setting the pressure on the main altimeter). The contact altimeter is not connected with the dive system, it is a separate device that just gives an audio signal at a contact height. Main features 1. SU-122 assault gun made by Ural heavy machinery factory in 1943 is now available for all Tank Crew owners; 2. Guns and MGs aiming using the mouse has been improved; 3. Turret aiming in VR is improved (you don't need to physically turn while aiming); 4. The issue with planes visually disappearing against the clouds at short distances has been minimized; 5. Planes visual pixelization against the clouds at medium distances has been greatly reduced; 6. Winter textures for all Bodenplatte buildings added; 7. Winter textures for all Bodenplatte vehicles added; 8. Speed and reliability of the online login have been greatly improved; 9. GMC CCKW fuel truck added; 10. Thanks to the new tech developed for Tank Crew, B-25D, P-47D and P-51D have correct British or US pilots depending on the country specified in the mission file; 11. Dive and recovery control automatics added to Ju-87 D-3, Ju 88 A-4, Pe-2 s. 87 and Pe-2 s. 35; 12. Ju-87 D-3 and Ju 88 A-4 dive bombers are equipped with contact altimeters; 13. LaGG-3 now sports 4K exterior textures made by Martin =ICDP= Catney; AI improvements 14. AI pilots can resume engaging a target after losing it; 15. AI pilots won't try to engage a distant target flying at negative G for a prolonged time; 16. AI pilots won't crash into the ground while doing a defense spiral maneuver; 17. AI pilots won't get stuck in a shallow dive during a defense maneuver; 18. AI pilots won't attempt dangerous evasion maneuvers at low altitudes which caused them to crash; 19. AI pilots won't get too excited following a falling target and crash into the ground after it; 20. AI pilots attacking air targets will attack the planes that take off or land; 21. AI pilots won't get stuck in an upside position during a dogfight; 22. AI pilots won't get stuck in a roll during an evasion maneuver which could end in a crash; 23. AI pilots will try to bail out of a burning plane (now it depends on how fast it will decide to bail out and if he has strength left to do so); 24. Self-propelled AAA switch to combat position if they don't have movement orders and have an attack targets in area command (even if there are no targets present); 25. Ship guns aiming corrected; Aircraft improvements 26. Ju-87 D-3 has animated servo tabs; 27. Ju-87 D-3 has visual indicators for the extended dive brakes; 28. Ju-88 A-4 elevator trim adjusts automatically when the stabilizer is switched to the landing position; 29. Ju-88 A-4 has animated servo tabs; 30. heavier aircraft like He-111, Ju-52/87/88, A-20, IL-2, Pe-2 won't shake as much when their tails are damaged; 31. Pe-2 and He-111: the camera automatically turns in a correct direction when switching to a new MG in turrets with several MGs; 32. Ju-52/3mg4e 2nd pilot animations have been restored; 33. P-38J-25: canopy close sound won't play too early; 34. P-38J-25: the instruments panel can be damaged; 35. P-38J-25: signal lights won't float in the air on a severely damaged aircraft; 36. IL-2 elevator control rods damage has been corrected; 37. All additional armor elements on Bf-110 correctly shield the aircraft; 38. P-51D-15 rear landing gear can be damaged now; 39. MC 202 s8: MG151 ammo reserves can be damaged now; 40. Fw 190 A-8 ammo reserves can be damaged now; 41. Fw 190 A-8 wing pylons look correctly from various distances; 42. Bf 109 G4/G6/G14/K4: the right underwing cannon won't stop working after the loss of ammo in the left wing anymore; 43. Bf 109s except for G14 and K4: jettisoned canopies are correctly repaired; 44. Bristol Fighter will correctly register radiator hits; 45. Pedals animated correctly on Bristol Fighter; 46. Static U-2VS has winter skin; 47. IL-2 mod. 1942 has its exterior color saturation corrected; Tank Crew improvements 48. Visual detail of plates above the tracks on KV-1s has been improved; 49. Speedometer added to KV-1s (it is on the engine compartment bulkhead); 50. Batteries are visible in the KV-1s interior; 51. Many visual improvements to KV-1s interior (level of detail, textures, etc.); 52. Recoil indicators added to KV-1s and T-34 mod. 1943; 53. Panoramic sight cupola stopper added to KV-1s and T-34 mod. 1943; 54. T-34 mod. 1943 tracks have been visually improved; 55. T-34 mod. 1943 internal collision model (that is used in damage calculations) has been improved; 56. Engine exhaust is visible at the idle engine RPM; Other changes 57. Caquot balloons won't disappear at medium distances; 58. The inner walls of the damaged detailed buildings on the Prokhorovka map won't disappear at medium distances; 59. It's now possible to turn off the VR rendering mode for the propellers - any negative values specified for the prop_blur_max_rpm_for_vr parameter in startup.cfg file (like prop_blur_max_rpm_for_vr = -1) will result in the normal propellers rendering; 60. Object Fake_Block can be used on the airfields (its collision object has been lowered below the ground); 61. Levitating buildings on Stalingrad map have been fixed; 62. It's now possible to win the 5th mission of the Turning point campaign after a successful retreat; 63. The excessive effect of concussion and possible loss of consciousness after HE hits at a tank or aircraft has been removed if the player or AI weren't wounded by these hits. 64. Ten Days of Autumn campaign: all static objects have been updated to correct durability values, other minor improvements; 65. Fortress on the Volga campaign: minor improvements; 66. A black line won't appear in the middle of some Bodenplatte timeframe newspapers; 67. Added another (fifth) voice of a Soviet tanker; 68. Trees preventing a takeoff from some airfields were cut down on all Rheinland maps. Please discuss the update in this thread.
  3. Update 4.001 IL-2: Great Battles Version 4.001 Launched – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released! Dear Pilots! Finally, we have reached a very important milestone for our latest IL-2 Sturmovik titles. Today, two projects moving from the Early Access phase to Official Release. The first of these is Battle of Bodenplatte, which acquired the last major content components that were missing - the seasonal textures for the Rhineland map and the Pilot's Career. However, this does not mean that work on this project is completely done, we plan to spend some time before we begin our next project on fine-tuning and polishing a number of its components and adding a couple yet to be completed pieces such as Air Marshal. However, we feel it contains enough content and features that we can begin to sell it in all our channels including Steam as we head into the Holiday Season. In addition, we plan to closely monitor your messages in order to improve the quality of the project as much as we can in the last part of 2019. Bodenplatte turned out to be a truly record-setting job for us, the volume of work done on the development of maps and aircraft of the late period of the war is unprecedented for us. The late period imposes serious additional requirements on the manufactured equipment; however, the result is extremely interesting. The included aircraft make an incredible impression, because this is already the "apogee" of piston powered planes and, at the same time, the "dawn" of jet aircraft. The Rhineland map impresses with its scale, size and richness of cities and the number and historically researched airfields. The career "Battle of the Rhine" takes place over a fairly long period of time that includes four seasons - from September 17th, 1944 to April 1st, 1945. The Career covers a very significant part of the war on the western front - more than half a year. Battle of Bodenplatte was a bold step for us and when coupled with our other two projects, it pushed us to our creative limits. We hope you will enjoy it! Also, a Standard Edition of BOBP will be coming soon with the P-38J and Fw-190 D-9 offered as Collector Planes to give users more buying options. BOBP will also be available on Steam in the coming weeks, there are still a few details we must work out there first. Flying Circus - Volume 1 is now available in its fully planned state and all the remaining ground-based equipment of the First World War have been added in our new standard of visual quality. Observation balloons with observers who may leap from their post when under attack are also included now. A number of improvements were also made on the map, primarily to the front line. We hope that users who purchase this project will like the step forward in comparison with our previous title Rise of Flight, especially in the visual quality of aircraft and the environment that we, together with our partner Yugra Media, have created for you. Although the flight models generally correspond to the ones from Rise of Flight, many of the improvements that have been made over the past 7 years for Il-2 Sturmovik play a role in Flying Circus as well. Such improvements automatically benefit all projects within the framework of our one common game world and give a new, previously unavailable experience of virtual flight and combat in the First World War. All these new opportunities unfold in their fullest when playing with the use of virtual reality devices. FC includes so many new things - new landscape technology, new lighting and clouds, better sound, new AI and improved ballistics, new graphic effects and new materials for aircraft surfaces, new detailing of textures and models - all this and much more gives the virtual pilots of the First World War something that is not available anywhere else. We hope to make more Flying Circus volumes in the future and we thank those who have jumped into this new product so far! Note: We have extended the $10 Off Early Access discount for days more, but it will go to full MSRP very soon. Make your purchase before the price goes up! Tank Crew – Clash at Prokhorovka is still under development, as one more tank and three self-propelled guns are being built by our DigitalForms partners. However, from the point of view of the gameplay, this project has almost reached its planned goals - this is expressed in the release of the Breakpoint and Last Chance scenario campaigns in this version. These campaigns tell the story, in the maximum possible historical manner we can, about the complex and intricate events of one of the greatest tank battles on the Eastern Front - the battle of Prokhorovka. This battle was not limited only to the events of July 12th, it took place over several tense days, from July 6th to July 16th, 1943. The events and outcomes of this battle are extremely complex and controversial. Although the Soviet troops and armored forces suffered heavy losses, the German command was never able to achieve their planned goals. At the end of the battle, the situation in this sector of the war front almost returned to what it was before it began. However, numbers or the “net book balance” does not always determine the magnitude of the event. The incredible tension, power, complexity and intensity of this military clash, which practically merged into one single and continuous epic multi-day battle, has few equals in world history. And the ambiguity of the outcome of the battle only enhances the intensity of the drama of these events, which do not require any embellishment - simply being retold "as is", without exaggeration is incredibly exciting. It should also be noted that the release of these tank campaigns is accompanied by the completion of the development of some of the most important features of Tank Crew – the radio and command interface. This will allow you to better control your own tank and your tank platoon. We also plan to continue the refinement of our tank project in the coming months as this project too readies for official release. And finally, the Achtung Spitfire! Scripted Campaign is also now released and ready to be played! Developed by our friends The Syndicate, this historically inspired campaign contains 20 missions featuring a fictional storyline that is inspired by historical events. Your character is a young Russian pilot from Siberia serving on the North Caucasus Front in late May 1943. The campaign features missions inspired by the Soviet 37th and 56th Armies attack on the German 44th Army Corps west of the city of Krymskaya. You’ll fly a bird of a different feather in the lend-lease Spitfire Mk.Vb over the beautiful Kuban region of the Soviet Union. The campaign is great fun and full of action. This campaign also has a new feature. We have added support for special assigned skins for the player’s plane and other planes I the mission. This is a first for us in a pay-ware campaign such as this. However, to see them, you must download the free skin pack from HERE and place the skins in the Spitfire Mk.Vb Skins folder. We have decided to offer the skin pack as an optional download to lighten our distribution costs and the size of your install if you don’t own this campaign. The skin pack is offered free of charge of course. We thank you for your patience as we have readied this product for release and many of you have already pre-ordered it and we appreciate your support. Products like these add more diversity to our product line and help fund many new innovations and content for all of you. And now we proudly present version 4.001 to you, our friends, partners and customers. And like most huge updates, there are likely to be some bugs or other unintended issues missed in testing. We of course, as always, will address them just as fast as we can. We appreciate your support as we have worked hard to build all of these new products. Here’s to you and to more great combat-sim goodness in the future! The Sturmovik Team Main features 1. "Battle of the Rhine" career timeframe consisting of five chapters added to Battle of Bodenplatte; 2. Rheinland Autumn 1944 map added to Battle of Bodenplatte; 3. Rheinland Winter 1944-45 map added to Battle of Bodenplatte; 4. Rheinland Spring 1945 map added to Battle of Bodenplatte; 5. Canon de 75 mle 1897 gun added to Flying Circus; 6. 7.7 cm FK 96 n.A. added to Flying Circus; 7. QF 4.5-inch howitzer added to Flying Circus; 8. 15 cm sFH 13 howitzer added to Flying Circus; 9. QF 13 pounder 6 cwt AAA gun added to Flying Circus; 10. 7.7 cm FlaK L/27 AAA gun added to Flying Circus; 11. Hotchkiss Mle 14 regular and AA machineguns added to Flying Circus; 12. Spandau MG 08 regular and AA machineguns added to Flying Circus; 13. Great War searchlights added to Flying Circus; 14. Thornycroft J-type self-propelled AA gun added to Flying Circus; 15. Daimler M1914 armored self-propelled AA gun added to Flying Circus; 16. Benz LKW 1912 truck added to Flying Circus; 17. Leyland 3 Ton RAF truck added to Flying Circus; 18. Crossley T5 command vehicle added to Flying Circus; 19. Mercedes Kettenwagen 22 command vehicle added to Flying Circus; 20. No-mans land visually improved on Arras map; 21. Amiens cathedral added on Arras map; 22. Balloons added on Arras map in quick mission builder (QMB); 23. Observers bail out from balloons on Arras map; 24. Soviet tank campaign Breaking point added to Tank Crew; 25. German tank campaign Last chance added to Tank Crew; 26. Tank radio chatter added to Tank Crew; 27. Tank commander interface added to Tank Crew. Attention: it is engaged from commander seat by ~ key (tilde). For the driver to follow your orders turn autopilot on from the driver seat first (otherwise you will be driving the tank manually as before); 28. Achtung Spitfire! Scripted Campaign is released; 29. Simplified AI-controlled Pz.Kpfw. VI Ausf.H1 added; 30. Simplified AI-controlled M4A2(75) added; 31. Simplified AI-controlled M4A3(75)W added; 32. New Extreme quality cloud setting added that makes the clouds sharper and less 'shifting'. 33. Three new P-51 (by ICDP and Bugsy) and one P-38 skin added (by ICDP); General improvements 34. The color of aiming helpers for the guns, bombs and rockets has been changed; 35. Ground vehicles navigate large bridges on Rheinland map correctly; 36. Rheinland and Arras maps have cobblestone roads; 37. Missing grass added to yellow fields on Prokhorovka maps; 38. Mission designers can define the default GUI map view more accurately by using Normal type lines; 39. Mission designers can use custom (unofficial) skins in the campaigns; 40. Career bug that caused the planes left in the air to be lost has been fixed; 41. The visual image of rotating propellers in VR has been improved. New parameter "prop_blur_max_rpm_for_vr" can be added to startup.cfg, [KEY = graphics] section - it governs the maximum visible RPM of the propeller in case you don't like the current setting designed to minimize the visual artifacts caused by reprojection VR tech; Aircraft improvements 42. Unlimited ammo difficulty option no longer creates bombs and rockets under a lost wing; 43. MiG-3 flaps have been corrected - any change of the flaps limiter position retracts them first and then extends to a new position; 44. A wrong shaking warning message has been removed from P-51D-15; 45. The automatic supercharger gear change altitude has been corrected on P-51D-15 when using 150 octane fuel; 46. Radio volume can be adjusted (LAlt+NumPad+ and LAlt+NumPad- by default); 47. Pitch response curve for non-FFB joysticks has been corrected for all Flying Circus planes, making them easier to fly level. SPAD 13 and Dr.1 were adversely affected due to this change and will be fixed I a Hotfix; 48. More aircraft controls are blocked when the pilot is unconscious; 49. After rearming in a service area the guns are ready to fire immediately without pressing reload key; 50. You can't see your own previous plane when starting again in multiplayer; 51. Wrong technochat messages about rudder and elevator surfaces were corrected (like reporting a right part hit instead of a left one); 52. Fw 190 D-9 fuel switch works correctly; 53. Tempest Mk.V s.2 engine startup made faster; 54. AI Bf 109 K-4s correctly start their engines on parking; 55. FlyingTempest Mk.V s.2 without part of a wing became more difficult; 56. Tempest Mk.V s.2 stall speed increased by 6 mph; 57. Me 262 A elevator is less affected by ram air according to newly found data; 58. RPM control helper won't sometimes turn on by itself on Expert difficulty; 59. AI wing leaders flying on jet aircraft won't decrease their speed too much waiting for their wingmen; 60. AI pilots try not to exceed 5G (6G if they have anti-G suits) to prevent the loss of consciousness; 61. When starting a QMB mission close to AI aircraft they'll act more aggressively; 62. A bug that could cause AI P-39 pilots to overrev and damage their engines has been fixed; Ground vehicle improvements 63. Vertical gun aiming speeds on all player-controlled vehicles were made realistic according to their correct reduction ratios and the handwheel rotation speed which is the same for all vehicles; 64. When player exit a gunner seat the gun or MG is left in the last aiming position; 65. When gunner opens his hatch, the turret is left in its last position; 66. Repairing of Pz.III main gun and turret traverse mechanism happens correctly; 67. Panoramic gunsight on KV-1s and T-34 (UVZ) mod.1943 tanks can be damaged by hitting its armored cupola; 68. The repair process has been corrected to prioritize the leaks; 69. Tiger main gun has been made sturdier against fragments; 70. Simple AI ground vehicles with damaged wheels, engine or killed crew no longer become an unmovable obstacle; 71. A destroyed AI object no longer causes excessive damage to other objects ramming it; 72. Ammo crates near artillery positions are not a difficult obstacle anymore; 73. Simple ground vehicles have realistic gun aiming speeds; 74. GAZ-AA and ZiS-5 trucks have correct mass (previously they had empty vehicle mass); 75. Simple AI tanks and guns have a delay between initial aiming and opening fire and between destroying a target and engaging another; 76. Detailed AI tanks button up when engaging a target; 77. Detailed AI controlled T-34 (UVZ) mod.1943 is correctly counted in statistics; 78. Destroyed Т-70 has correct tracks texture; 79. The forward lights of the G-8 locomotive no longer shift from it when viewed from a far distance; Scenario campaign improvements 80. Fortress on the Volga: aircraft appear and disappear according to the new visibility distance; 81. Fortress on the Volga: you can encounter U-2VS when flying over the enemy territory; 82. Fortress on the Volga: U-2VS and Hs 129 can be seen on airfields; 83. Fortress on the Volga: the movement of all transport and armored columns has been corrected; 84. Fortress on the Volga: Soviet tank attack in mission 3 has been completely overhauled; 85. Fortress on the Volga: other minor improvements; 86. Blazing Steppe: aircraft appear and disappear according to the new visibility distance; 87. Blazing Steppe: you can encounter U-2VS in the air; 88. Blazing Steppe: U-2VS, P-40 and Hs 129 can be seen on airfields; 89. Blazing Steppe: the movement of all transport and armored columns has been corrected, there are more of them and they are larger; 90. Blazing Steppe: new aircraft groups added; 91. Blazing Steppe: all Soviet 85 mm AA gun batteries were overhauled; 92. Blazing Steppe: all static objects have been updated to correct durability values; 93. Blazing Steppe: the forces and mission logic have been corrected in missions 6 and 8; 94. Blazing Steppe: other minor improvements. Please discuss the update in this thread.
  4. hi bro my game graphics are too childish while this video shows some real effects and colourfull things , + my aircrafts are not so clear in pixels when i zoom out ,i have i have forced dx9 on and intel HD 3000 graphics laptop hp
  5. Help fund the Strike Fighters 2 Windows 10 update! Strike Fighters 2 is a series of popular PC games we released back in 2008 (over 11 years ago!). It was a unique series of inter-connected light/casual flight simulation games set in the Cold War. Despite its age, it's still being enjoyed by many users, thanks largely to its huge and active mod community. The games were originally designed on (then brand new) Windows Vista, but over the years, new Windows versions have came and gone (Windows 7, 8, 8.1, and finally 10), the hardware has evolved at dizzying speed, and internet security and privacy have become major concerns. With all these changes, some people are reporting issues running our old games on newer machines. We'd love to be able to update the series to the latest Windows and Direct X version. But we're a very small independent company with very limited resources, and we do not currently have the funds to do this. And this is where you can help! $25,000 USD is the minimum we need to cover the cost of development and testing. At this level funding, the update will simply be Windows 10/DirectX 12 update with no other fixes, enhancement or improvement. Of course, any funding we get above and beyond the $25K amount would be used to further enhance and improve the series. Our users have asked for Oculus VR support, air-to-air refueling, and many other features. These all cost time and money, a lot of it unfortunately, so they'll need to be prioritized. We'll put the decisions about which additional features to work on to vote among the contributors. So by funding this and becoming a contributor, you're not only helping us with the funding, you'll also have a say in which direction to go with the update. We estimate it'll take 2 months of development and testing for the update to be completed. So if we can get started by mid-September, we should be able to release the basic update by this November before Thanksgiving. (Any features from additional contributions will of course take longer) We'd like to thank our fantastic community, especially the mods community who continue to put out amazing work to improve our games for everyone. We couldn't do this without the community support. Thank you! Contribute here: https://fundrazr.com/31YZNe?ref=ab_A4B60kVy3KOA4B60kVy3KO Answers to some questions asked online: Q. What happens if the funding goal isn't met? A. Not everything will be lost even if we don't make the funding goal. We do plan on securing the amount we're short by through other means (loans) and still get the Windows 10 update done at a later time (probably early next year). If we have to go this route however, the update will have to be a paid update and not free to everyone so we can at least recover part of the cost. It'll be free to only those who contributed to this and those who purchased the SF2 Complete Edition. Please note that this campaign is set as "Keep it all", meaning we keep all the contributions even if the funding goal isn't met. Q. Can we add <xyz> features and fix <abc> bugs? A. We'd love to be able to do everything everyone is asking for, but unfortunately, all these take a lot of time and money. If you're expecting our games to have all the features from other AAA-quality games, then you'll be disappointed. Those games costs 10+ (some over 100+) million budget, and there is simply no way we can even come close to that with $100-500K budget we usually spend on our games. If this crowd funding makes more than the funding goal, we'll have the contributors vote and decide on which features we should spend that extra amount on. Q. Are you going to continue to support the game? A. We wish we could continue to support the game forever, but again, these things takes a lot of money, and we simply can not afford to keep supporting old games for years and decades. This crowd funding goal is enough to pay for just 2 months of operation. In order for us to continue to support the game year after year, we need the community to continue to buy our games (and not just play them) year after year. Q. Isn't it better to do Strike Fighters 3? A. We'd love to be able to do SF3, but we're not ready to commit that much time and money to a new PC game at this point (we still haven't paid off the development cost of SF2NA). A completely new game would take us at least 5 years and cost us at at least 2 million. Plus, everyone expect post-release support for 10-20 additional years, easily doubling the cost. We just don't think we'll be able to raise that amount needed based on numbers we have. We'd love to be proven wrong on this, if this fund raising goes way better than expected, we can re-consider this in the future. Thank you! Update on result from TK
  6. I need somebody help to update super toucan. down what needs to be done: Hit box; pivot points; Collision points; FM; He is not flying like the real one. I do not know where to set this in the files. how it should be
  7. Salute, comrade pilots! For some time, we have not covered the work being done in our aviation workshop, giving the news platform to armored vehicle enthusiasts. But today it is time to return to the planes. And I will tell you what our engineering team is working on now. At this time our software engineers are simultaneously developing three legendary airplanes: the P-51D Mustang, the Fw-190 D-9 Dora and the Me-262 Schwalbe, which is the first jet airplane in the "IL-2: Great Battles" series. Undoubtedly, all these airplanes stand out from the rest of the plane-set in terms of their excellent speed characteristics. And as usual making a virtual copy of a new airplane to our stable brings new challenges and tasks we must perform. For example, the Me-262 is the first aircraft in our project with a swept wing. It would seem that the difference is not very big, but this circumstance required us to refine the aerodynamics calculation technology. The result of this work will be more accurate characteristics of the stability and controllability of the airplane in lateral movement, which sweep has a significant impact. Daniel has already mentioned about a turbojet engine in the previous diaries, and now work on the Jumo-004B model is in full swing. A dynamic model of the turbo-compressor was assembled, and now work is underway on the engine's thrust, heat and fuel-flow characteristics. Virtually each of the above airplanes required us to make improvements in the models of units and on-board equipment. For example, this is a powerful developed wing mechanization, including slats across the whole wingspan of the Schwalbe, a new gunsight that the Dora and the Schwalbe will receive - they will be the first German airplanes in our project with a gyro gunsight. There is also an automated control of radiators and superchargers on the Mustang. I should note that the P-51D and Me-262 have a sensitive center of gravity when heavily loaded with fuel and ordinance. For example, the Mustang had such a small reserve of longitudinal stability with full fuel tanks that the pilot flight manual instructed pilots to avoid aerobatics with full fuel tanks because of the risk of stall and spin. This quirk of the P-51D will be present in our simulator. In addition, two new biplanes for the Flying Circus project have entered the “factory testing” stage. These are the legendary Fokker D7 and Sopwith Dolphin, whose 3D models were revamped by our partner Ugra-Media. This stage involves a large number of in-game tests that we perform before giving the airplanes to beta testers. And for such tests, we use special developer tools that allow us to quickly check various animations, visualization of damage models, operation of instruments and visual effects, such as smoke, fires, dust from under the wheels and others. Today I would like to show you a short video with one of these tests. In this video you can see an in-game test (conducted at a special test base on a distant secret island) where the animation of the landing gear damage was checked. I recorded this video in the fall while working on the implementation of the Sopwith Camel to our project. Often, working on "serious games" we forget that our work is also fun. In this video I just wanted to have some fun with my colleagues, to cheer them up after a period of hard work. So today, my colleagues and I decided that maybe it is a good idea to share this video to you. If it evokes a smile on your face - well, then I recorded it not in vain. If you like it, it may possible that we will show you some more in-game tests that our very serious engineers do: And finally, since we have touched on our Flying Circus project, we would like to show you a series of screenshots from the Arras map which our partners at Ugra-Media are actively working on. In these screenshots you can see the step forward in visualization of the map compared to our previous Great War simulation. Plus, here are the first in-game screenshots of the re-furbished Sopwith Dolphin and Fokker D.VII cockpits which are coming soon: Fly for fun! You can discuss the news in this thread
  8. Hello everybody, Only two days have passed since the release of the big update 3.006, but the work continues according to the plan and today we can show you the new things to come for all three of our projects. First, detailed village buildings for Tank Crew - Clash at Prokhorovka are nearly finished (they will be placed in the area of the map where the most important engagements took place). The work on the tank campaigns scenarios is underway. Today we present you the almost final look of these buildings and later we'll show you the new tech we'll be using to simulate their partial destruction. Nearly all the latest tech available in our project have been used to create them: Another neat stuff we can show you today is for Bodenplatte - the late war U.S. pilot model is ready and our animator started working on it. This new model, just like the two pilot models made for Flying Circus, has been made at the new level of detail allowing for the even more realistic look - its textures and materials are four times more detailed than older models: WWI fans will get the new toys this Autumn too - we plan to add Sopwith Camel and Pfalz D.IIIa to Flying Circus Volume I. The work on the updated 3D model for Camel will be finished soon and here are its first pics in the game engine. Since it was one of the iconic aircraft of the first air war, this is important for us: You can discuss the news in this thread
  9. Hello everybody, As promised earlier, this week we'll show you another Allied fighter that participated in the Battle of Kuban - Yak-7b series 36. This aircraft had an unusual story: being a one-seat fighter, it was actually converted from two-seat training plane Yak-7 by removing the rear cockpit. However, this wasn't a field modification of existing planes, Yak-7b was mass produced. The war started badly for the USSR, so it was decided to use the existing Yak-7 assembly lines to produce Yak-7b model with minimal production changes needed. Later, the upgraded Yak-7b became Yak-9, the most produced Soviet fighter of WWII era. Speaking of its weaponry, it is an up-gunned version of Yak-1: 20mm ShVAK engine cannon and two synchronized 12.7mm UBS machine guns installed on the engine cowling could be complemented by two 50kg or 100kg bombs to engage ground targets. The increased firepower is the main advantage of Yak-7b compared to Yak-1. Part 172 Today is a very simple Developer Diary. Some images of the A-20B cockpit for you. We hope you enjoy. DD 171: https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry511051 DD 172: https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry513976 As always, have fun reading it and enjoy the pictures :) Best regards Martin
  10. Hey all does anyone know how to disable windows 10 auto updating drivers, specifically graphics drivers? Its the most annoying thing ever!
  11. Hey all! I tried to follow the instructions for updating the AmericanNW all seaons included pack to SF2 following the instructions in the Knowlege section posted by Wrench, I still just blow up on the runway, all the aircraft seem to "Spawn" on top of each other and then blow up as a result... any ideas? or has someone already updated the terrain?
  12. File Name: SF2:NA US Stock Ships Data File Mod/Update File Submitter: KJakker File Submitted: 28 January 2014 File Category: Other This is a US counterpart my previously uploaded Soviet ship updates. This pack has updated data files for the stock Third Wire SF2:NA United States Navy surface combatants and amphibious ships. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of movement. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data files uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA. /------------------------------------------------------------------ 1.1 includes some minor adjustments that I missed including in the original release. Click here to download this file
  13. Version 1.1

    292 downloads

    This is a US counterpart my previously uploaded Soviet ship updates. This pack has updated data files for the stock Third Wire SF2:NA United States Navy surface combatants and amphibious ships. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of movement. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data files uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA. /------------------------------------------------------------------ 1.1 includes some minor adjustments that I missed including in the original release.
  14. File Name: Krivak I & II Class Data File Mod/Update File Submitter: KJakker File Submitted: 14 January 2014 File Category: Frigates This pack has updated data files for the stock Third Wire SF2:NA Krivak I and Krivak II classes of Soviet frigates. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of movement. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA. Click here to download this file
  15. File Name: Kashin Class Data File Mod/Update File Submitter: KJakker File Submitted: 14 January 2014 File Category: Destroyers This is an updated data file for the Stock Third Wire SF2:NA Kashin Class Soviet Destroyer. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of moment. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate guns have been included. This file has been tested in SF2:NA. Click here to download this file
  16. File Name: Kiev Class Data File Mod/Update File Submitter: KJakker File Submitted: 14 January 2014 File Category: Aircraft Carriers This is an updated data file for the Stock Third Wire SF2:NA Kiev Class Soviet Carrier. /------------------------------------------------------------------ The changes include improvements to the Kiev's CIWS and adjustments to all gunners on the ship. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA. Click here to download this file
  17. Version 1.0

    238 downloads

    This is an updated data file for the Stock Third Wire SF2:NA Kiev Class Soviet Carrier. /------------------------------------------------------------------ The changes include improvements to the Kiev's CIWS and adjustments to all gunners on the ship. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA.
  18. Version 1.0

    213 downloads

    This is an updated data file for the Stock Third Wire SF2:NA Kashin Class Soviet Destroyer. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of moment. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate guns have been included. This file has been tested in SF2:NA.
  19. Version 1.0

    203 downloads

    This pack has updated data files for the stock Third Wire SF2:NA Krivak I and Krivak II classes of Soviet frigates. /------------------------------------------------------------------ The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of movement. A number of other adjustments have also been made related to gunners and guns. The "Alt1" variant of the data file uses stock guns. The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role. The alternate Guns have been included. This file has been tested in SF2:NA.
  20. File Name: SLAVA Class Data File Mod/Update File Submitter: KJakker File Submitted: 13 January 2014 File Category: Cruisers This package contains modified data files for the Slava Class Cruiser. It is meant for SF2:NA based installs only. You will need the Slava class upgrade package 1.1 http://combatace.com/files/file/12802-slava-class-upgrade-package/ Alternatively if you have the SF2:NA Expansion Pack by eburger68 then it can be used with the Slava included in the pack. /-------------------------------------------------------------------------- This package makes numerous adjustments to the Slava Data file. The most important is making the SA-N-6 missile launchers function via a Gunner instead of using the [WeaponSystem] entery. As such they operate similar to the launchers on WhiteBoySamurai's cruisers. Some slight adjustments have also been made to the SA-N-4 gunners. Additionally all other gunners have been heavily overhauled in order to adjust the performance of the ship's gun systems against the AA and CIWS role. The Alt1 file is uses stock or existing guns while the Alt2 file uses custom modified guns. Click here to download this file
  21. File Name: Udaloy I & II Class Data File Mod/Update File Submitter: KJakker File Submitted: 13 January 2014 File Category: Destroyers This package contains modified data files for the Udaloy and UdaloyII Class Destroyers. It is meant for SF2:NA based installs only. You can find it in the Udaloy class upgrade package 1.0 http://combatace.com/files/file/12800-udaloy-class-upgrade-package/ Alternatively if you have the SF2:NA Expansion Pack by eburger68 then it can be used with the Slava included in the pack. /-------------------------------------------------------------------------- This package makes numerous adjustments to the Udaloy & UdaloyII Data files. The most important is making the SA-N-9 missile launchers function via a Gunner instead of using the [WeaponSystem] entery. As such they operate similar to the launchers on WhiteBoySamurai's ships. On the Udaloy II, two launchers have been set up for the SA-N-11's used by its Kasthan mounts so as not to interfere with the guns of the Kasthan. All other gunners have been heavily overhauled in order to adjust the performance of the ship's gun systems against the AA and CIWS role. The Alt1 file is uses stock or existing guns while the Alt2 file uses custom modified guns. Click here to download this file
  22. Version 1.1

    241 downloads

    This package contains modified data files for the Udaloy and UdaloyII Class Destroyers. It is meant for SF2:NA based installs only. You can find it in the Udaloy class upgrade package 1.0 http://combatace.com/files/file/12800-udaloy-class-upgrade-package/ Alternatively if you have the SF2:NA Expansion Pack by eburger68 then it can be used with the Slava included in the pack. /-------------------------------------------------------------------------- This package makes numerous adjustments to the Udaloy & UdaloyII Data files. The most important is making the SA-N-9 missile launchers function via a Gunner instead of using the [WeaponSystem] entery. As such they operate similar to the launchers on WhiteBoySamurai's ships. On the Udaloy II, two launchers have been set up for the SA-N-11's used by its Kasthan mounts so as not to interfere with the guns of the Kasthan. All other gunners have been heavily overhauled in order to adjust the performance of the ship's gun systems against the AA and CIWS role. The Alt1 file is uses stock or existing guns while the Alt2 file uses custom modified guns.
  23. Version 1.1

    238 downloads

    This package contains modified data files for the Slava Class Cruiser. It is meant for SF2:NA based installs only. You will need the Slava class upgrade package 1.1 http://combatace.com/files/file/12802-slava-class-upgrade-package/ Alternatively if you have the SF2:NA Expansion Pack by eburger68 then it can be used with the Slava included in the pack. /-------------------------------------------------------------------------- This package makes numerous adjustments to the Slava Data file. The most important is making the SA-N-6 missile launchers function via a Gunner instead of using the [WeaponSystem] entery. As such they operate similar to the launchers on WhiteBoySamurai's cruisers. Some slight adjustments have also been made to the SA-N-4 gunners. Additionally all other gunners have been heavily overhauled in order to adjust the performance of the ship's gun systems against the AA and CIWS role. The Alt1 file is uses stock or existing guns while the Alt2 file uses custom modified guns.
  24. File Name: SCB-125 Data File Update File Submitter: KJakker File Submitted: 08 January 2014 File Category: Aircraft Carriers This is an updated data file for the Stock Third Wire SBC-125. Adjustments have been made to bring the [DetectSystem] entry in line with SF2:NA. It has been based upon the data used by the TW CVA-63. Also the four Mark 24 Mod 11 5 inch mounts for the 5"/38 Mark 12 guns are now operational. As default they are set to use the stock TW "5IN_MK12" An alternate optional 5 inch gun "5IN_38_MK12_AA" has been included. This gun has been adjusted to be more effective against aircraft. This file has been tested in SF2:NA. Click here to download this file
  25. Version 1.0

    241 downloads

    This is an updated data file for the Stock Third Wire SBC-125. Adjustments have been made to bring the [DetectSystem] entry in line with SF2:NA. It has been based upon the data used by the TW CVA-63. Also the four Mark 24 Mod 11 5 inch mounts for the 5"/38 Mark 12 guns are now operational. As default they are set to use the stock TW "5IN_MK12" An alternate optional 5 inch gun "5IN_38_MK12_AA" has been included. This gun has been adjusted to be more effective against aircraft. This file has been tested in SF2:NA.
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