IL-2 Sturmovik: Great Battles

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 17 marzo 2020, 2:34

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 22 marzo 2020, 2:23




Update 20.03.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 5 aprile 2020, 16:56

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 15 aprile 2020, 0:48

Han - Project manager ha scritto:

Update 4.005


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.

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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.

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 29 aprile 2020, 0:13

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Update 17.04.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 3 maggio 2020, 1:00




Update 01.05.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 21 maggio 2020, 19:15

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 21 maggio 2020, 19:23

Han - Project manager ha scritto:

Update 4.006


Around a month has passed since the previous humongous update and we have another right here. Its changelist is not as so hideously long (it is still too long, however - more than 80 items), but some of them are quite important. First of all, two new Collector Planes are released, Yak-9 and Yak-9T. It was the most mass-produced Soviet WWII aircraft, the real victory weapon. They had very good flight characteristics, bubble canopy with armored glass on the front and back, good manufacturability. The modification Yak-9T armed with powerful 37mm gun NS-37 was designed for bomber intercepts but was also widely used against ground targets. Yak-9s were used in the Battle of Kuban, so you can use it in the Career mode at this theater of war as well as in QMB and multiplayer.

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For Tank Crew customers this update adds a long-awaited Zveroboy ("Beast Slayer") - self-propelled heavy howitzer (assault gun) SU-152 based on KV-1s chassis and armed with a very powerful 152mm gun-howitzer ML-20S. While these assault guns were designed primarily for knocking out heavy defenses, at the Kursk Battle it was probably the only Soviet armored vehicle capable of killing Tigers and Panthers at far distances. Its 152mm APHE round weighed nearly 49 kg and its hit was lethal for a Tiger up to 2 km distance. Panther's thick and sloped frontal armor and 200mm frontal armor of Ferdinand tank destroyers could withstand it, but a HE shell hit at a Panther turret guaranteed to breach the thin hull roof near the hit area and APHE hit at a Panther side could knock it out easily. Being very powerful, SU-152 wasn't an absolute weapon of course. Limited armor and gun traverse angles, low ammo reserve and slow rate of fire demanded the combat skills from the crew and interaction of a group of these machines to reach its combat potential fully. Nevertheless, it was the first dangerous adversary for the newest German cats of prey.

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This update also includes three new Scripted Campaigns – Kaiserschlacht, Spring Offensive and Lightning Strikes.

Kaiserschlacht and Spring Offensive are two campaigns developed by our friends at The Syndicate which tells about the same events from different sides of the front line of the spring of 1918. Although previously released to the public, these campaigns have been enlarged to include new unreleased missions. These are the first official campaigns for Flying Circus, allowing you to more fully evaluate the full potential and atmosphere of this great product. These two campaigns will be available free of charge to those who have already purchased Flying Circus: Volume One. There is an accompanying skin-pack for this campaign. It is available in the forum.

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And for those who own the P-38J-25 Collector Plane and Battle of Bodenplatte, we also have a cool new Scripted Campaign for you - Lightning Strikes! This campaign was developed by our friend and talented mission maker Jaegermeister and it portrays P-38 combat missions in the skies of Europe from October to the end of December 1944. The campaign includes an outstanding number of missions, 25 of them, the last of which tells about the notorious events of January 1, 1945. This campaign is included free of charge to everyone who owns the P-8J-25 and Battle of Bodenplatte. There is also an accompanying skin-pack for this campaign and is available in the forum as well.

Immagine

While new aircraft, tanks and campaigns are the lead stars of our sim, the most important change in this update is the release of the new graphics rendering engine based on Deferred Shading. This is the base for a new powerful shoot forward in the visual part of the project. It's impossible to unlock all this potential at once, but in this update, we already added a number of improvements based on this fundamental change. More natural-looking aircraft exterior, cockpit and instrument reflections, better-looking water surfaces - this is just a start.

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Thanks to Martin =ICDP= Catney we have the external textures of 4 more existing aircraft in 4K quality: two bombers He 111 H-6 (BoM) and He 111 H-16 (BoS) and two Collectors Planes, La-5 series 8 and La-5FN series 2. The new textures push the visuals of these planes to a new level.

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These huge additions aren't all - the update 4.006 brings many others which are also important. Aircraft FM and DM were updated basing on your feedback, Soviet fighter pilots have new visual model, there is a lot of changes for ground and naval units as well as for player controllable Tank Crew war machines. Multiplayer functionality has been also addressed. All this serves one purpose - constant improvement of the quality of gameplay and accuracy of the simulation. IL-2 Sturmovik team hopes that you'll enjoy all these changes.

Main features

1. Yak-9 series 1 Collector Plane is available;
2. Yak-9T series 1 Collector Plane is available;
3. SU-152 heavy assault gun is available for all Tank Crew customers;
4. La-5 series 8 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
5. La-5FN Collectors Plane exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
6. He-111 H-6 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
7. He-111 H-16 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;
8. Two scenario campaigns, Kaiserschlacht and Spring offensive, are available for all Flying Circus Vol.1 customers for free;
9. A huge (25 missions!) scenario campaign Lightning Strikes is available for all Bodenplatte Premium customers (you can also play it if you have purchased Bodenplatte Standard Edition and P-38J-25 Collector Plane separately);
10. The graphics engine of the sim now uses Deferred Shading technology;

Graphics Improvements

11. FXAA or MSAA can be selected in the game options;
12. New option - cockpit reflections;
13. Metallic and lacquered aircraft surfaces reflect the light softer and more naturally;
14. There are canopy and instrument reflections in the cockpit;
15. The aircraft visual image won't suddenly darken when zooming out or at a distance;
16. Damage textures won't light up too much when zooming out or at a distance;
17. Rivers and lakes water visuals improved;
18. Clouds reflections in water bodies improved;
19. Excessive brightness of the high detail buildings on the Prokhorovka map has been reduced;
20. Shell casings won't become transparent when too close to a camera;

Crew Models

21. There is a new pilot model on all Soviet fighters and on A-20 (pilot and navigator);
22. This new pilot model has three uniform variations depending on the mission date (before April 1942, April 1942 - May 1943, late war);
23. The new pilot model has a sidearm (press RCtrl+4 when the cockpit is open). Pilots of the other aircraft will receive it when their models are updated;
24. Battle of Bodenplatte aircraft which have been also lend-leased to USSR (Spitfire-IX, B-25D, P-47D) can have Soviet crews if their country in a mission file is set to the USSR;
25. P-40E (BoM), Spitfire-Vb (BoK) and Spitfire-IXe (BoBp) have American pilots if their country in a mission file is set to the USA;
26. P-40E (BoM), Spitfire-Vb (BoK) and P-51D (BoBp) have British pilots if their country in a mission file is set to the UK;

Player-controllable Tanks

27. New quick missions for tanks - Tank Duel and Tank Skirmish;
28. All player controllable tanks have the transmission from forward-backward and left-right user controls to the simulated tank controls corrected, which improved their turnability at high speeds and reduced the tendency to enter a skid;
29. The commanders of the indirect fire capable self-propelled guns (SU-122 and SU-152 at the moment) can order the AI gunner(s) of their tank or tank platoon to fire at a set distance and direction;
30. T-34UVZ-43 got two new modifications - additional all-steel internally sprung wheels;
31. SU-122 OF-462 HE shell ballistics corrected;
32. Death of a radioman correctly affects the radio functioning on player controllable tanks;
33. When the turret ventilation system is off, you can see from the outside the smoke coming off the crew hatch;
34. The smoke can be seen escaping the engine compartment of KV-1s and M4A2 after a shot;
35. All Soviet tanks have animated oil pumping in the engine start procedure;
36. Т-34UVZ and SU-122 have correctly looking headlights at a medium distance (without a block dot);
37. Older Pz.III.Ausf.L and T-34-76-STZ-42 tanks have correctly damageable suspension and armament;
38. All 45mm and bigger shells don't have tracers anymore if a real shell didn't have it (HE shells mostly and 122mm HEAT). This is true for AI units as well;
39. All 45mm and bigger shells without tracers have a generic visual model (HE shells mostly and 122mm HEAT). This is true for AI units as well;

Aircraft Physics, Systems and Visuals

40. The maximum airspeed at which the pilot is able to bail out now depends on the vertical G-load acting on the pilot: the smaller positive G-load, or the greater negative G-load, the easier it is for the pilot to leave the plane;
41. A G-load indicator is added to the HUD. When simplified instruments are switched off, G-load is indicated without a fractional part;
42. A message about turret ammo replenishing and turret repair has been added to the technochat;
43. A message about servicing the engine oil system or cooling system in the repair area is added to the technochat. The service is performed if the engine oil or coolant have cooled down significantly during the aircraft stop (previously in these cases the player periodically received information about the repairing of the corresponding system, which wasn't really clear);
44. SPAD 13.C1: the roll oscillation of an AI-controlled airplane at a speed of about 200 km/h has been fixed;
45. Yak-7B polar curve has been corrected (the critical angle of attack was reduced, the inductive drag at large angles of attack was increased, the turn rate was reduced, the maximum speed and climb rate remained the same);
46. Yak-7B: the engine heat balance has been adjusted (the engine won't overheat as quickly as before);
47. Yak-7B, Yak-1 (ser. 69, 127): the ailerons hinge moment and ailerons effectiveness at high airspeed were corrected (the roll rate is increased);
48. Bf-110 (G2, E2): the airplane polar curve was corrected (aerodynamic drag was increased), the turn rate, maximum speed and climb rate are corrected to be as close to the values specified in the airplane in-game specification as possible;
49. Bf-110 (G2, E2): aerodynamic characteristics corrected at supercritical angles of attack (the effectiveness of slats was improved, the drag was increased, and the nature of the stall was adjusted);
50. P-38J25 landing gear doors are visibly opened in the hangar;
51. Bf-109 G14 emergency engine power has been fixed (increased);
52. An aircraft won't appear underground when a season is set incorrectly or undefined in the mission file;
53. Sopwith Camel: when the option “Simplified Controls” is enabled in the difficulty settings, the automatic helper better stabilizes the plane along the roll axis at a high angle of attack;
54. Spitfire Mk IX: excess struts on the pylons were removed;

Aircraft Damage Model

55. The piston engines' combat survivability has been adjusted - the protection from the engine casings has been reduced, bullets and shells cause more damage to the crank gear, while shell fragments cause less damage to the engine.
56. All Flying Circus airplanes: hitting at the central section of the top wing now also leads to breaking the top wing (its left or right part);
57. The geometry of wing spars of all Flying Circus airplanes has been checked and brought into strict compliance with known sources. In general, now it requires much more bullet hits to break the wings of World War I aircraft;
58. The absence of visual and hearing disorders under the high G-loads for gunners in the single-player mode was fixed;
59. A rare bug has been fixed, which caused the fragments not damaging the airframe sometimes;
60. Pe-2 (ser. 35, 87): fixed rudders 'wobbling' when their control wires are broken;
61. Pe-2 (ser. 35, 87): a bug has been fixed that caused the left rudder to react to the controls slightly when its control wires were actually broken;
62. All Bf-109 fighters except E7 can now lose the left or right side of the horizontal stabilizer when hit at its central part (Bf-109 E7 has a central part of the stabilizer which can be lost by itself);
63. P-38: fixed a bug due to which the oxygen system could erroneously take damage;
64. Ju-52: fixed rudder 'wobbling' when its control wires are broken;
65. Fixed a problem with repairing aircraft turrets;
66. Fixed the undamageable machine guns in a number of aircraft turrets;

Ground and Naval Units

67. Ships have a more advanced physical model - they can be damaged by collisions, run aground, lay on the shore (and not sink into it), and lay on the bottom when sank;
68. All naval guns and howitzers fire physically modeled projectiles (previously explosions were created in the target area), making their combat use much more realistic;
69. All naval guns and howitzers have AP ammo available (around 10% of ammo reserve);
70. AAA guns can fire at the ground area (if the mission trigger Attack Area is set on the ground level);
71. The issue that made the first several salvos of an artillery battery too accurate has been found and fixed;
72. The issue with AI aiming the guns of player controllable tanks has been fixed;
73. Pz.Kpfw.IV Ausf.F1 and Pz.Kpfw.IV Ausf.G have their armor plates thickness corrected;
74. Groups and columns of AI-controlled ground vehicles can stop on shallow slopes (previously they couldn't);
75. Tank AI gunner no longer try to fire at flying targets;
76. Ground vehicle AIs can't spot targets through a dense enough forest (if at least 50m of the line of sight to a target travels through the forest area);
77. Field guns (AT and divisional ones) can fire at a maximum distance when given the Attack Area -> Ground command in the mission;
78. Aiming tables for several AA guns have been corrected;

Aircraft AI

79. The firing accuracy at air and ground targets depends on the AI pilot level;
80. View sectors have been corrected for Hs-129, Ju-52, A-20 and U-2 crews;
81. The minimal fuel reserve calculations have been corrected (previously they could cause AI pilots to RTB too early);

Multiplayer

82. The audibility of hits on the own plane has been corrected when the cockpit canopy is damaged;
83. New server-side option “Restrict tank AI gunners” blocks the ability of the tank commander to assign a dynamic object as a target for the AI gunner or order it to search for targets on its own;
84. Tech chat and handling tips are now governed by difficulty settings that can be enforced on a multiplayer server;

General Fixes

84. The recently introduced error in the armor penetration modeling has been corrected (it made the projectile speed - armor penetration function graduated and could cause an armor penetration in a case when it shouldn't occur);
85. Concussion won't cause the loss of hearing for too long;
86. UK and US careers (Bodenplatte) will work correctly with the Simplified Chinese language selected;
87. A rare error in scripted campaigns that could cause the progress to be lost after re-entering the game has been found and fixed.

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 11 giugno 2020, 15:19

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Update 05.06.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 17 giugno 2020, 17:34

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Update 11.06.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 17 giugno 2020, 17:38

Han - Project manager ha scritto:

Update 4.007


We've decided to release the new update 4.007 relatively soon after the previous one, because the fixes and improvements it brings, while not being major, are nevertheless important for the project as a whole. We have heard your feedback on the view system improvements, added new options to the multiplayer functionality, which govern the usage of graphical mods, in addition, we did additional research on the workarounds for the Direct 3D functionality not supported by one of the graphics cards vendors. Damage modeling has been improved to take into account the control systems damage (rods, wires, etc.). We have also added a new German pilot model in the early summer uniform. The full list of changes follows:

1. Ju 87 D-3 dive bomber has been upgraded to 4K external texturing thanks to Martin =ICDP= Catney, including two additional official skins;
2. Aircraft control systems DM has been upgraded. The probability of losing control in a certain control axis depends on the control wires or rods configuration of a particular aircraft and existence of a reserve control channel (or its lack thereof);
3. Workarounds for the remaining graphical artifacts on AMD cards (like black contour around the aircraft when viewed from its cockpit) have been implemented;
4. New multiplayer server option “Restrict Injectors” allows the server hosters to restrict access for users with graphics injectors like Reshade or 3dmigoto;
5. Five new mappable (RCtrl+NumPad_Del,1,2,3,0 by default) zoom commands have been added that allow quick zooming to various degrees (minimal, maximal and 3 intermediate levels). Zoom value set by a mouse or joystick axis or keyboard keys is not affected by the new quick zoom and after releasing a quick zoom button the FOV will return to the one set by an axis. These new commands work in either 2D or VR mode. The old 'VR zoom' command has been deprecated (its equivalent is the new maximum quick zoom, RCtl+NumPad_0);
6. There is a new setting in the Camera options that governs the speed of the new zoom commands;
7. Tank commander binoculars give three times more powerful zoom than before (they give a minimal FOV that is technically possible in the game);
8. The current FOV (Field Of View) value is shown next to the in-game FPS counter (that is activated by Backspace key by default);
9. Gunsight FOVs have been corrected for all tanks;
10. German fighter pilots of the Battle of Moscow, Battle of Stalingrad and Battle of Kuban have a new visual model and a sidearm during Summer (new Winter model, also with a sidearm, will be added later when it is ready). Because of this, the default camera position and user-customizable snapviews (.svc files) were changed on Bf 109-G14, Bf 109-K4, Me 262-A, Fw 190-A3, Fw 190-53, Fw 190-A8 and Fw 190-D9. The updater should overwrite the old files for these planes with the new updated ones for you, but in case this action was blocked by antivirus software on your PC and you see a wrong view in the cockpit of these aircraft in the game, please copy the new default .svc files for these aircraft from \data\LuaScripts\snapviews\defaults to \data\LuaScripts\snapviews manually. If you haven't customized the view positions on other aircraft, you can just copy all the files from snapviews\defaults to snapviews folder;
11. Bomb holders on both Bristol Fighters appear correctly depending on the ammo loadout;
12. Pedals on both Bristol Fighters appear correctly in a neutral position;
13. The issue that made the detached parts of Flying Circus aircraft invisible in the multiplayer has been found and fixed;
14. Fw 190 D-9 canopy glass appear correctly at medium distances;
15. Fw 190 D-9 oil on windshield visual effect has been restored;
16. Destroyed static KV-1 model won't have white tracks when viewed from a distance;
17. Tank turret turn indicator won't visually 'jump' when passing the back position;
18. APHE rounds stopped by the armor won't damage outside objects;
19. Train wagons won't appear detached from the locomotive in some missions;
20. Guest crew members in multiplayer will correctly hear the sound of the tank turret turning;
21. Guest crew members in multiplayer will correctly hear the sounds of the hatches closing or opening;
22. Certain HE rounds explosions can be heard from an aircraft cockpit;
23. The arm model has a correct sidearm in it in VR mode;
24. The arm model won't drop a shadow when there is no body rendered;
25. The arm model has the correct size in VR mode;
26. Missing road segments that sunk inside the terrain have been corrected on Kuban map;
27. Random CTD in multiplayer fixed in case when other player tank have been spawned.


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 22 giugno 2020, 16:57

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Update 19.06.20


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 5 luglio 2020, 18:08

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 19 luglio 2020, 15:45

Han - Project manager ha scritto:

Update 4.008


Today is a very important day - we have just released update 4.008 that includes the first Battle of Normandy aircraft and the last tank for Tank Crew - Clash at Prokhorovka project. The first BoN plane is P-47D-22 "Razorback", the one so many of you had waited for. Battle of Normandy is at a very early stage of development, in the first quarter of the whole plan, but some of its parts are already taking shape - for instance, this new plane we told you in detail in the Dev Blog #225. This release officially starts the Early Access program for the Battle of Normandy and its owners will gradually get more and more content as soon as it is ready, starting with the "Razorback" today.

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The last combat vehicle for Tank Crew - Clash at Prokhorovka is Sd.Kfz.184 "Ferdinand" tank destroyer, you could learn more about its history and design peculiarities in our Dev Blog #254. Tank Crew owners can try it right now. This fearsome machine completes the vehicle lineup of this unique and interesting 'Clash at Prokhorovka' project.

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Another new addition in this release is the new historical campaign Ice Ring by Alexander =BlackSix= Timoshokov. Consisting of 15 scenarios, it is dedicated to very interesting and strategically important events of November and December 1942 in Stalingrad area - the actions of the special IL-2 group under the command of Major Leonid Karpovich Chumachenko which was tasked with interdiction of the German 'air bridge', the air supply route for the encircled Paulus' 6th Army. The campaign can be purchased here and requires only the Battle of Stalingrad module to play. Check this link for details.

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Battle of Moscow owners also will find something new in this update - Martin =ICDP= Catney has finished the work on new 4K quality external textures for IL-2 mod. 1941. They, as well as Battle of Stalingrad customers, just received the new early war Luftwaffe pilot model in winter uniform and additional stuff - sidearm, animations for putting the glasses on when starting from parking and the oxygen mask when it is needed.

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Another neat feature we want to tell you about is the support for a special in-game voice communications system known as SRS - "Simple Radio Standalone" (IL2-SRS). At the moment its support is not final, but it can be used with ease already. You can find all the info on how to install and use it here.

Less than a month has passed since the previous update, but again we have found ourselves posting a vast list of changes made. Sometimes the corrections mean that a user-created content needs to be updated as it happened now with height map corrections for Battle of Moscow, but the required actions are minimal, you can learn more about them here. Other numerous changes and corrections in 4.008 are listed below. Please note that some of them are quite important and should get your attention:

Main features

1. P-47D-22 “Razorback” heavy fighter is available to all customers who pre-ordered the Battle of Normandy. Early Access phase starts for Battle of Normandy project;
2. Sd.Kfz.184 “Ferdinand” tank destroyer is now available to all owners of the “Tank Crew” project, completing its 10 vehicles lineup; Official retail release of Tank Crew is TBD.
3. The new historical campaign “Ice Ring” is released and available for purchase (it requires Battle of Stalingrad);
4. Support for special SRS Radio voice comms app. The final version of SRS for IL-2 is still WIP by its author and will be released soon. We have created a special section in the forum dedicated to SRS instructions and discussions - check this link;
5. The 1941 IL-2 attack aircraft now has 4K quality external texturing thanks to Martin = ICDP = Catney;
6. The new model of the early war Luftwaffe fighter pilot in the winter uniform has been added for Battle of Moscow and Battle of Stalingrad;
7. The new model of a hand holding a pistol or flare gun in a 1st person view added for early war Luftwaffe pilot;

Aircraft improvements

8. In a multiplayer game, the next steps have been taken to eliminate the problem of invisible planes that appear only at the moment they start to shoot. Because reproduction of this problem is extremely difficult, please help: if you encounter this problem again, be sure to report it and attach a flight record to your message;
9. The option to leave a destroyed object in the game now works for aircraft (uncheck the “Delete after death” checkbox in mission editor);
10. P-47D-28 stall behavior has been corrected: the aircraft is less likely to suddenly stall at a beyond-stall angle of attack;
11. P-47D-28: damping moments have been corrected, resulting in the more inert and 'heavy' feel of controls;
12. P-47D-28 controls effectiveness has been corrected. The maximum roll rate has been reduced to correspond to the historical data. At high speeds (before the air compressibility effects kick in) the aircraft is more controllable along the roll and pitch axes. During the Mach-tuck the controls lose effectiveness making exiting a dive more difficult;
13. P-47D-28: maximum wing lift with extended flaps has been reduced;
14. P-47D-28 engine thermal model corrected (it became more resistant to overheating);
15. P-47D-28: the visual image of the rotating rotorhead has been improved;
16. P-47D-28: the problem with the rotation of the bent screw when using boost has been fixed;
17. P-47D-28: 150-octane fuel modification has been added;
18. P-47D-28 injection system corrected: when there is no liquid in the system left, the engine can’t be switched to WEP mode. The pressure gauge shows correct pressure in the injection system;
19. P-47D-28: the description of the aircraft and the related tips in the technochat were updated;
20. P-47D-28: the outside and inside sound mismatch has been addressed;
21. P-38, P-47, P-51, Tempest, Ju-88, Me-262: landing gear doors of other players in multiplayer won’t stay visibly open;
22. Me-262: landing gear doors in the hangar are now open;
23. P-51: landing gear doors in the hangar are now open while the flaps are down due to the lack of hydraulic pressure;
24. P-38: antenna between the two rudders disappears when one of them is lost;

Player controllable tanks improvements

25. Crew members can be gradually poisoned with CO gas when firing the main gun with the hatches of the fighting compartment closed and ventilation turned off or damaged. M4A2, KV-1s, SU-152 the ventilation system is powered from a working main engine while on other tanks it is electric and won’t work with no electric power;
26. The engine won’t stop so frequently after a collision;
27. Tanks shouldn’t visibly ‘levitate’ above the ground;
28. A bug that reduced the actual number of shots for the main gun by 1 for each ammo type has been fixed;
29. A bug that caused the number of shells to be calculated incorrectly when one ammo type is spent (it did not decrease at first and then decreased by 2 after a next shot) has been fixed;
30. Driving along the shallow coastal part of the river is no longer like driving on a highway;
31. A toppled over tank won’t glide on a terrain slope like on ice;
32. A bug that could cause a detailed tank to explode multiple times has been fixed;
33. The effective destruction ranges of light vehicles have been corrected in HE shells descriptions;
34. Pz.Kpfw.VI ammo descriptions updated (trajectory drop and HEAT speeds);
35. Pz.III Ausf. M, Pz.V Ausf. D, Pz.VI Ausf. H1 starting procedure has been updated (the manual fuel pumping was replaced by an electric one with the addition of the required buttons in the driver compartment);
36. Pz.III Ausf. M now has a functioning fuel gauge (to the lower right on the bulkhead of the engine compartment);
37. Pz.III Ausf. M traverse indicator is now illuminated;
38. Pz.III Ausf. M and Pz. IV Ausf. G intercom Z18 parts are covered in self-luminous paint;
39. Pz.IV Ausf. G and Pz.V Ausf. D odometers have been corrected;
40. T-34-76UVZ-1943, SU-122 and SU-152 fuel and oil pipes color has been corrected (made less vivid);
41. The external tools attached to the German tanks were improved to look better, ground jack added for Pz.V Ausf. D;
42. Other changes and improvements to the German tank interiors;
43. The sounds of control levers, pedals and the hand brake are added to Tank Crew tanks;
44. Turning the SU-122 and SU-152 panoramic commander sight produces a sound;
45. Pz.IV Ausf. G and Pz.V Ausf. D odometers have been corrected indicate a change of direction;
46. A failure of one of the M4A2 engines now affects the instrument readings and the engine sound;
47. M4A2 low oil pressure indicator lamps have been corrected;
48. Sound of the M4A2 engine's startup has been improved;

Visual crew improvements

49. The color of pilot’s glasses of the late war Bf 109 Luftwaffe pilots has been corrected;
50. The “holes” in the texture of the American flare gun were eliminated;
51. The texture of the flare gun on the British pilot model has been corrected;
52. Shooting any pistol ejects a casing;
53. Soviet tankers have less gloss effect on the faces;

AI improvements

54. AI pilots won’t try to attack targets with the parameter engageable = 0 which could cause steep diving on a ground target with no chance of recovery;
55. AI pilots aim at air and ground targets better and the rockets and projectiles won’t fall short of a ground target at the beginning of a burst;
56. AI fighter pilots won’t chase its target too far from their assigned route or area of operations;
57. All AIs in a fighter group will attack a target (previously one of them could ignore it and follow its mates in a formation;
58. A rare random bug that could cause the AI gunner of a player tank to spontaneously rotate the turret at the beginning of the mission has been fixed;
59. A knocked off detailed AI tank (no marker visible and other AIs don’t see it as a threat) won’t continue to fire at targets sometimes;
60. When all the gunner visors of an AI-controlled detailed tank are damaged, it won’t track the targets and fire at them;

Other improvements and fixes

61. The residual inertia in the first-person non-VR view of the gradual zoom at maximum zoom and maximum zooming speed option when not using a mouse for looking around has been addressed;
62. The contours of objects against a clouds background have been minimized by using special tech;
63. The lowest cloud quality setting still causes significant artifacts on the aircraft visible against a cloud at near distances, but no longer gives an unfair advantage in spotting a distant aircraft;
64. The double triggering of onKilled events in the mission script shouldn’t happen again;
65. New training missions added for Battle of Moscow in the spirit of the real initial training of a MiG-3 pilot (Missions – Battle of Moscow – Migalovo training);
66. The recently found error on the Moscow map (the landscape height above the sea level was 50m less than it should) has been fixed - check this link;
67. The missing buildings at the Liege / Bierset A-93 2414/7 airfield on the Rhineland map have been added;
68. The poor-looking machine shop buildings in the industrial district of Belgorod (Prokhorovka map) were replaced with better ones;
69. The truncated or missing phrases of one of the USAAF air traffic controllers and RAF and USAAF forward observers were corrected;
70. The shimmering of very long railways on Kuban map that was visible up close has been corrected;
71. The look of the passenger and freight railroad wagon roofs has been improved;
72. Visual snow thickness increased on all winter maps;
73. The ground surface looks more detailed on all summer maps;
74. Selecting a random Entente aircraft in the duel on Arras map in QMB no longer produces a Bf 109F-4.

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 17 agosto 2020, 19:08

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