IL-2 Sturmovik: Great Battles

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 20 agosto 2019, 1:51

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Update 16.08.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 4 settembre 2019, 1:23




Update 29.08.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 23 settembre 2019, 2:40

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 14 ottobre 2019, 17:54

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 14 ottobre 2019, 18:00

Han - Project manager ha scritto:

Update 3.201


The IL-2 development team is glad to report that the new huge update 3.201 is released. It brings you not only the 3 new aircraft and 2 new maps for two projects, but also many improvements in all areas of the sim - graphics, physics, audio, controls, armament, and instruments. You can find the in depth information about some of the new features in our recent Dev Diaries. Please note that this update is the last milestone before the release of two projects at once - Bodenplatte and Flying Circus Vol.1 - which should happen in a month or so. Moreover, this update contains many improvements for Tank Crew as well, paving the way for the release of its two scenario campaigns and tank commander interface.

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We advise you to browse through the 3.201 changelist below - in addition to big additions it contains smaller changes which were requested for some time:

New aircraft and other objects

1. Tempest Mk.V Series 2 fighter is available to all Bodenplatte owners;
2. P-51D-15 fighter is available to all Bodenplatte owners;
3. Collectors Plane P-38J-25 is available to all Bodenplatte Premium Edition owners;
4. The new map Rheinland Summer 1944 (including the Low Countries) is available to all Bodenplatte owners in QMB mode;
5. The new map Arras Spring 1918 is available to all Flying Circus Vol.1 owners in QMB mode;
6. B-25D bomber added (not player controllable);
7. GMC CCKW truck added;
8. Willys MB off-road vehicle added;
9. M16 Half-track self-propelled AAA gun added;
10. Sd Kfz 7 Flakvierling 38 self-propelled AAA gun added;
11. Flakvierling 38 AAA gun added;
12. М1A1 90 mm AAA gun added;
13. US searchlights and landing lights added;
14. M5 3-inch AT gun added;
15. M1 155mm howitzer added;
16. JagdPz IV L70 tank destroyer added;
17. Infantry and AA .50 MG added;
18. New types of road and railroad bridges added;
19. New Western European town and village blocks added;
20. New industry blocks added;
21. Many new unique buildings for Rheinland and Arras added;
22. Static versions of many airplanes models were added to the game for better scenery in missions;
23. New countries that participated in WWI and WWII added to the mission logic;
24. Bf 109 G-2 has 4K exterior texturing made by Francisco =BlackHellHound1= Bindraban;
25. IL-2 mod.1942 has 4K exterior texturing made by Martin =ICDP= Catney;

Visual improvements

26. Aircraft and ships are visible much farther than before - theoretically, they can be spotted as far as 100 km away if there are fire, contrails or a ship wake;
27. New 'Distant buildings' option added;
28. Object markers can be blocked by landscape and objects, including own aircraft or vehicle;
29. Static objects rendering has been optimized to increase performance;
30. Sun glare from distant aircraft is visible better;
31. Fire can be visible inside the cockpit on single and triple engine planes;
32. It's possible to display a customizable photo in all aircraft cockpits and tank cabins;
33. Collimator sight reticle has been improved for all planes;

Aircraft improvements

34. DB-601 and DB-605 engine sounds improved for all Bf-109 and Bf-110 planes;
35. Realistic pilot's physiology model is now active, which takes into account the duration of the G-load and rate the G-load was applied;
36. After prolonged exposure to high-G load the load factor tolerance of the crew decreases and they require some time of steady flight to rest and recover;
37. Oxygen deficit affects the human tolerance to high G-load more accurately;
38. Visual and audible high-G effects made more realistic;
39. The sound of the player breathing during a significant positive G load improved, that sound is no longer played during a negative G load;
40. G-suits increase the load factor tolerance of the crew;
41. The crew can become motion sick from alternating G loads;
42. High-G loads, powerful impacts and pain shock can render the crew unconscious resulting in a loss of control;
43. New 'Simple physiology' option added to the difficulty settings disables the load factor tolerance decrease, loss of consciousness and motion sickness;
44. Damage inflicted to the crew from powerful impacts and falls have been corrected;
45. The player can't get painful shock anymore if the invulnerability difficulty option is checked;
46. The ability of the crew to bail out is now limited by the G-load (including its direction), airspeed and crew health (wounds);
47. Crew bails out differently depending on the G load direction - down if the load is positive and up if the load is negative;
48. The movements of the visible model of the flight stick and pedals in the cockpit are no longer filtered so there is less delay between the movement of real flight stick and pedals and the virtual ones. However, the flight stick movement speed is still limited at high flight speeds or if the pilot is wounded;
49. It is now possible to assign a trim axis if it was controlled by an axis on a real aircraft (control wheel or lever). The speed of the trim axis is still limited and depends on the aircraft, similar to the adjustable stabilizer. If you use joystick buttons or keyboard for controlling such trimmers, please assign these keys not only to electric trimmers but also to this trim axis;
50. All Pe-2 and Hs-129 have their electric trimmers disabled if the power is turned off. Turning them on and off can be heard and the sound of trim has been replaced with an electric motor sound;
51. The adjustable stabilizer axis is no longer inverted (its direction is changed according to DirectX standard);
52. New commands for retraction and extension of the landing gear added;
53. It's possible to repair in aircraft when it is near an object with the service parameter set to On in the mission file. Repairs start automatically when the engines shutdown procedure is complete;
54. It's possible to refuel in aircraft when it is near an object with the service parameter set to On in the mission file. The refueling process can be started and stopped using the new commands and only possible if the engines are shut down;
55. It's possible to rearm in aircraft when it is near an object with the service parameter set to On in the mission file. The rearming process can be started and stopped using the new command and only possible if the engines are shut down;
56. Spitfire stall behavior with released landing flaps has been corrected;
57. British and American voiceovers added for Bodenplatte pilots;
58. 150 Octane fuel is available for Spitfire IXe that enables +25 lbs. With it enabled, switching supercharger gears becomes manual;
59. La-5FN skins should work on an MP server now, but this change requires reassigning its skins in the missions created earlier;
60. Bodenplatte pilots got Summer uniform;
61. Windmilling effect works on U-2VS;
62. British gyro gunsight G.G.S. Mk.IId (Spitfire Mk.IXe) now accounts for gravitational bullet drop when calculating the deflection;
63. Spitfire Mk.IXe electric fuel pump won't continuously switch on and off at low throttle on the ground;
64. Some instruments and switches sounds corrected on Spitfire Mk.IXe;
65. Me 262 A behavior at beyond-stall angles of attack corrected;
66. The physical behavior of I-16 fragments has been corrected;
67. Smoke clouds after a plane crash in multiplayer disappear correctly;

AI improvements

68. AI better aims at distant steadily flying targets;
69. AI better distribute enemy targets among themselves;
70. If an AI has a speed advantage over a target it is attacking, it tries to keep this advantage;
71. Combat turns, spirals and banking maneuvers in a dogfight are performed more aggressively;
72. AI won't switch maneuvers too frequently, distorting its planned tactics;
73. Criteria for choosing maneuvers in a dogfight were updated;
74. AI keeps the formation better;

Tank improvements

75. Offroad shaking has been made more natural;
76. All the tanks now use the M4A2 aiming method;
77. The engine startup sequence is now animated (master switch, excess pressure valve, manual fuel pump, wobble pump, caution signal);
78. Inner visual effects are not affected by tank movements;
79. Engine exhaust effect improved;
80. Driver gauges, turret instruments, MG elements are now animated in multiplayer;
81. Direction controllability improved;
82. APHE rounds cause more damage to inner components after the armor penetration;
83. The visual effect of the turret traverse motor exhaust added to Pz.Kpfw. IV Ausf. G and M4A2;
84. KV-1s and Pz.Kpfw.III Ausf. M commanders can fire the signal rockets through a small hatch in the roof when the commander hatch is closed;
85. The engine startup sound on KV-1s and Т-34-76 UVZ (1943) depends on the starter type used (main electric or reserve pneumatic one);
86. KV-1s, Т-34-76 UVZ (1943) and M4A2 have functioning klaxon (LAlt+S);
87. Inner details and texturing improved on KV-1s and Pz.Kpfw.VI Ausf.H1;
88. Pz.Kpfw. III Ausf. M, Pz.Kpfw. IV Ausf. G and Pz.Kpfw. VI Ausf. H1 bow MGs use the M4A2 aiming method;
89. There is an alternate DT MG gunner aiming mode on KV-1s - through the periscope (in addition to the regular one through the gunsight);
90. KV-1s commander and radioman have an alternate aiming mode - through a visor;
91. M4A2 turret traverse can be powered by the motor-generator;
92. M4A2 first-person view height corrected for a driver and MG gunner in unbuttoned positions;
93. Visible (from the driver seat) rotation of the steering drive shaft has been corrected on Pz.Kpfw.IV Ausf. G;
94. Pz.Kpfw.III Ausf. M fuel or oil fire effect has been corrected;
95. A firing port in the panoramic gunsight armor added on KV-1s;
96. Air inlets of the engine compartment added on KV-1s;
97. Slits in the driver visor on KV-1s decreased in the visor open position;

Other improvements

98. The sound subsystem uses newer FMOD API - sound loss after long play sessions should be fixed;
99. Runway floodlights work now;
100. Coalition sorting functionality added to QMB mode;
101. An automatic chat message in the multiplayer reports if there is no UDP traffic coming from one of the players;
102. A workaround added for VR HMDs without hardware IPD adjustment - LShift-NumPad+ and LShift-NumpadEnter directly move the images on the VR screen farther or closer.
103. Radio chatter volume is affected if the player is concussed, lost consciousness or wounded.

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 3 novembre 2019, 16:07

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Update 01.11.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 14 novembre 2019, 16:07

Han - Project manager ha scritto:

Update 4.001


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

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!

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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.

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 24 novembre 2019, 17:02

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Update 15.11.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 10 dicembre 2019, 18:59

Han - Project manager ha scritto:

Update 4.002


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.


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 31 dicembre 2019, 1:11

Han - Project manager ha scritto:

Update 4.003


We have decided to release a bugfix update to prepare for the coming winter holidays - it doesn't bring new content, but its fixes are important enough. The most of them are AI improvements - we have spent a lot of time this month to improve dogfighting algorithms and we'll continue to improve AI further. There are also important fixes for the player controlled ground vehicles and our friend =Luke FF= worked on improving the Career mode. The full list of changes is following:

AI improvements

1. AIs finish a ground attack run by pulling up harder, which should improve their survivability rate in hilly terrain;
2. AI bombers drop the bombs better;
3. Advanced AIs won't 'stuck' in an endless circle during dogfight anymore;
4. AIs perform "Low Yo-Yo" and "High Yo-Yo" maneuvers better;
5. Detailed AI tanks engage the nearest targets by default like simple AI tanks do;
6. AI drivers of self-propelled artillery and other ground equipment with a fixed main weapon now face the target to aim if the priority of the mission command being executed is LOW;
7. Ground vehicles won't 'jump' on steep slopes;
8. Ground vehicle AIs won't turn their engines off immediately after stopping;
9. AI ground vehicles have a variable exhaust effect when moving;
10. The steam locomotives won't turn on the lights during the day;
11. AA guns and machine guns mounted on trains follow mission command priority;

Aircraft improvements

12. The game won't crash when repairing a dirty airplane canopy;
13. Fixed excess clicks of triggers in the cockpit for missing weapon groups;

Player controlled tanks improvements

14. There is a turret ventilation sound in Pz.III Ausf.M, Pz.IV Ausf.G, Pz.VI Ausf.H1 and T-34-76UVZ-43;
15. The master switch is turned on not only when the engine is turned on, but also when the headlights, lighting, signal, tower control with electric trigger or fan are turned on;
16. Fixed the "loss" of the camera when switching from a gunsight to the normal view;
17. Detailed tanks gunsight adjustments are displayed in technochat;
18. Opening and closing of various hatches is displayed in technochat;
19. Startup procedures, the operation of turret and gun systems of the Tank Crew tanks are displayed in technochat;
20. Sub-caliber armor-piercing rounds now lose their stability and ability to penetrate further armor barriers after breaking through the first one;
21. On SU-122, the problem with displaying the commander’s sight in VR was fixed (the second eye was not deactivated);
22. On SU-122, when choosing the DG-460A HEAT shells, the slider of the scope scale is now correctly set to the third scale;
23. Added gunsight settings for firing using a gunner’s sight to the description of SU-122;

Career mode improvements

24. Awards in career mode adjusted to better reflect the historical reality for all nations;
25. Awards text descriptions updated;
26. US careers: medals are awarded according to the criteria set forth by the US 9th Air Force in 1944;
27. German careers: new AI pilots in the squadron with previous flight time now have the possibility to have campaign awards from earlier battles (Eastern Front Medal and Kuban Shield);
28. Soviet careers: new AI pilots in the squadron with previous flight time now have the possibility to have the Medal 'For the Defense of Stalingrad' from December 22, 1942;
29. Soviet careers: Order of the Patriotic War 2nd Class, Order of the Patriotic War 1st Class, Red Wound Stripe, and Yellow Wound Stripe no longer erroneously awarded during the Battle of Moscow;
30. British careers: Mentioned in Despatches can now be awarded multiple times;
31. More stock aircraft skins added to all phases of career mode;
32. German fighter and attack pilots will now fly an airfield attack strafing mission on January 1, 1945, in career mode;
33. Aircraft weapon loadouts and modification restrictions updated for all phases of career mode;

Other improvements

34. Loaders in player controllable tanks, Ju-52 Co-Pilot and A-20 Navigator are invulnerable if Invulnerability difficulty option is turned on;
35. All aircraft GUI previews updated to have a similar style;
36. Simple AI vehicle sounds completely overhauled (all large artillery guns, tanks and assault guns, GMC-CCKW, WillysMB, M16-AA, 72K).


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 29 gennaio 2020, 1:18

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 29 gennaio 2020, 3:02

Han - Project manager ha scritto:

Update 4.004


We're glad to report that update 4.004 is released. The main additions of this one are a new tank for Tank Crew - Pz.Kpfw.V Ausf.D "Panther" - and improved look and additional airfields for Rheinland map (Battle of Bodenplatte). There are many other fixes and improvements as well:

Additions

1. Pz.Kpfw. V Ausf.D "Panther" for Tank Crew;
2. Better looking river and canal banks on Rheinland map;
3. 13 new airfields on Rheinland map:
  • Le Culot East (Y-10)
    Kluis (B-91)
    Mill (B-89)
    Helmond (B-86)
    Amsterdam-Schiphol (B-97)
    Arnhem-Deelen
    Soesterberg
    Strassfeld
    Strassfeld 2 - Odendorf
    Hilversum
    Diest (B-64)
    Nivelles (B-75)
    Bierset–Liege (A-93)

4. 4K quality exterior textures made by Martin =ICDP= Catney added for Yak-1 series 69;
5. The better-looking transition between the river and sea waters;
6. Improved Т-70 tank model and textures;
7. Updated texture cache system, it should reduce stutters in heavy load MP missions significantly;
8. Brightness and size of very distant aircraft LODs made more uniform (it differed too much on some aircraft);
9. Added initial support for SimShaker to be used in conjunction with JetSeats and other audio powered feedback devices.

AI improvements

10. Ground attack aircraft won't hit the ground when engaging a target with rockets and guns in a tight formation;
11. AI-controlled B-25 starts the engines correctly;
12. AI fighters attempt Immelman maneuver only if they have enough speed;
13. AI fighters open fire more aggressively;
14. AI pilots keep formation on large maps much better;
15. AI vehicle column won't drive into a river if the last waypoint was on a destroyed bridge or immediately before it;
16. Assault guns (simple and detailed) correctly face a target when set to LOW command priority in the mission;

Aircraft improvements

17. P-51, P-47 and P-39 have correct trimmer animations;
18. A-20 engines won't trigger wrong overheat messages;
19. Wrong engine overcooled messages on P-47D were corrected;
20. P-51 landing gear covers shouldn't open and close again and again anymore;
21. Cylinder heads overheat warning will be displayed correctly;
22. Flying Circus planes won't display a wrong message about engine failure when it is switched off;
23. The time it takes to switch to combat position and back has been corrected for all gunners;

Detailed tanks improvements

24. When the loader is killed, the time it takes to load the main gun or coaxial MG is increased significantly;
25. The visual effect of propellant gases is reduced when the exhaust fan is off or is not present;
26. The time it takes to vent the turret after the shot depends on the operational exhaust fan;
27. Detailed tanks won't visibly 'crouch' at a high speed;

Other improvements

28. All night bombing Career missions with more than 6 planes in the flight won't start in a map corner anymore;
29. Wrong ground attack German planes in the late Stalingrad Career chapters were corrected;
30. Duplicate ID error message in the dedicated server has been removed (it blocked the server, now it is visible in the console);
31. Correct season in the pre-mission hangar (Winter/Summer);
32. In Mission Editor it's no longer possible to select a wrong part of a multi-part vehicle skin;
33. Daimler M1914 FlaK 77/L27 and Thornycroft J-type 13pdr AA shells appear in the correct place ().


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 17 febbraio 2020, 1:57

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Update 31.01.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 26 febbraio 2020, 17:16

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 6 marzo 2020, 1:02

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Update 28.02.20


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