IL-2 Sturmovik: Great Battles

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 20 febbraio 2019, 3:53

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Update 15.02.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 24 febbraio 2019, 19:36




Update 22.02.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 8 marzo 2019, 1:38

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Update 07.02.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 20 marzo 2019, 4:03

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Update 15.03.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 20 marzo 2019, 4:09

Han - Project manager ha scritto:

Update 3.011


Today is an important day. First, we just released two new WWI fighters for all Flying Circus: Volume I customers - Fokker D.VII and Sopwith Dolphin. They are 5th and 6th aircraft released for it, so along with the map of Arras being actively developed, we can say that Flying Circus project is progressing nicely and more than half of it is already completed.

Second, our Tank Crew project finally includes visible crew for two already released tanks. Since we'll be releasing four new tanks and Prokhorovka map really soon, this project is also maturing at a good pace.

Of course, we also prepared a list of many other improvements for you:

1. Fokker D.VII is available to Flying Circus: Volume I customers;
2. Sopwith Dolphin is available to Flying Circus: Volume I customers;
3. KV-1s and Pz-VI-H1 tanks (Tank Crew project) now have visible crews;
4. AI pilots correctly attack landed or taking off enemy planes;
5. Artillery markers on the map were updated;
6. Simple (not player controllable) vehicles now have more detailed armor. This is noticeable while attacking them from above;
7. Projectile ricochet modeling became more complex;
8. Wandering personnel on the ground won't die from collisions that easy;
9. The pathfinding of vehicle columns travelling through settlements has 25% less performance impact;
10. Simple vehicles adjust their speed accordingly to the surface type (road or cross-country);
11. There are new AI vehicle formations available - line left, line right, centered line - and ability to make naval-like all-together turn;
12. The ground AIs keep formation better;
13. Multiplayer: now at least 25% of the affecting player coalition or 25% of all players on the server must vote to ban a player;
14. Multiplayer: visible tank ammo won't visually 'shake';
15. Multiplayer: when other players occupy aircraft turrets, their remaining magazines and individual rounds are displayed correctly;
16. Multiplayer: net traffic for multi-crew aircraft has been optimized;
17. FM: a rare critical bug that could cause an application crash has been found and fixed;
18. FM: aircraft propellers interaction with the ground surface has been made more accurate so their blades won't sink into the ground during a crash;
19. FM: aircraft propellers won't vibrate when an damaged engine is off;
20. FM: Force Feedback effect during ailerons and elevator buffeting (when flying too fast) has been made stronger;
21. FM: Visual shaking inside a cockpit is added when control surfaces are buffeting at high airspeed;
22. The delay between releasing a trigger and the actual stop of firing has been minimized;
23. Several guns are now reloaded one after another, without overlapping;
24. In-cockpit gunfire sounds were improved for Flying Circus aircraft.


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Han - Project manager ha scritto:

Update 3.012


We just released the new update 3.012. Only two weeks have passed since the previous update so the changelist isn't that long, but this time our customers will get FIVE new pieces of content for all three our current projects at once.

First, this is a new Collector's Plane for Bodenplatte - Fw 190 D-9 "Dora", one of the legendary late war Luftwaffe planes with very good speed and armament. Its main difference compared to previous models is Jumo-213 A1 water cooled engine equipped with MW 50 water-methanol injection system that can be used to increase the power output even more for up to 10 minutes. Another improvement of this plane is the automatic engine governor MBG and an effective engine cooling. This is also the first aircraft in our project to receive EZ 42 gyro gunsight. "Dora" could carry up to 500 kg bombs and R4M Orkan rockets (the new weapon in our project as well) which later served as a base for many post-war unguided rocket designs.

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Second, we released the Prokhorovka map for Tank Crew - Clash at Prokhorovka project. This map is an important step in our map technologies because the polygonal net of the landscape is 16 times more detailed than on previous maps. In addition, the detailed zone for ground warfare (20 km to the South and the West of Prokhorovka) contains new high detailed buildings with new damage visualization. It should be noted that this more detailed environment, of course, demands more from the graphics subsystem, but reasonable graphics settings can give you good performance even on middle range video cards. You may ask "Why don't you make all the new maps at this level of detail?", but the answer is that increasing the level of detail reduces the overall size of the map. A good map for the joint tank and air battles (100 x 100 km in case of Prokhorovka) would be not enough for a full-blown, 'air campaign' map that should be 200 x 250 km minimum. Therefore, Prokhorovka map is a fine balance of several things. It allows making interesting tank campaigns, having interesting joint tank and aircraft multiplayer, keeping the performance impact 30% or less at reasonable graphics settings, and having improved visual quality at the ground level required for the ground battles.

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Third, Tank Crew - Clash at Prokhorovka customers get two new toys: M4A2 and PzKpfw.III Ausf.M. Both tanks were interesting machines and they are recreated painstakingly and with passion. It should be noted that M4A2 could stand its own even against the heavier German adversaries thanks to its maneuverability, good turret traverse speed and sufficient armor penetration ability of its solid AP round. The medium tank PzKpfw.III Ausf.M also had a good chance against medium Soviet tanks - APCR rounds could penetrate their armor while its frontal protection was relatively good thanks to the spaced 50 and 20 mm armor plates. It also had a low visible profile, good maneuverability and high rate of fire.

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Fourth, Flying Circus customers get Fokker D.VIIF. it was one of the best, if not the best, Deutsche Luftstreitkräfte fighter of WWI. The new and powerful for its time BMW IIIa engine gave the plane high speed and maneuverability at high altitudes while the oxygen supply enabled a pilot to fight up there effectively. Its armament is standard for German fighters of that time - two 7.92 mm LMG 08/15 "Spandau" (650 rounds per minute each).

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1. Fw 190 D-9 "Dora" fighter is available to Battle of Bodenplatte Premium Edition owners;
2. Prokhorovka map (Southern part of the Kursk salient) is available to Tank Crew - Clash at Prokhorovka owners;
3. M4A2 tank is available to Tank Crew - Clash at Prokhorovka owners;
4. PzKpfw.III Ausf.M tank is available to Tank Crew - Clash at Prokhorovka owners;
5. Fokker D.VIIF fighter is available to Flying Circus - Volume I owners;
6. UDP output API for moving platform simulators was added, details are in attached document;
Il2_MotionOutput.zip
7. Locomotive tenders are destroyable once again;
8. The oxygen system capacity corrected (increased) on Fokker D.VII;
9. The sound of a damaged engine made more pronounced on all aircraft;
10. KV-1s, Pz.VI-H1, M4A2, and Pz.III-M have night gunsight illumination;
11. KV-1s and Pz.VI-H1 turrets bend their antennas when rotating;
12. Rocket exhaust flame corrected - it cuts immediately when the engine of a rocket stops and its smoke trail disappears faster;
13. A game freeze (when a statistics screen was visible on top of the other menus) has been fixed.

PS:

Information for mission designers and server hosters:
'Block' objects durability has been changed.
Smaller objects like static vehicles (static_...) should have Durability = 500
Medium sized objects (static fighters, small control tower, etc.) should have Durability = 1000
Big objects (like static bombers) should have Durability = 1500

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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 8 aprile 2019, 3:36

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Update 05.04.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 23 aprile 2019, 14:53

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Update 18.04.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 6 maggio 2019, 19:11




Update 30.04.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 20 maggio 2019, 2:28

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Update 17.05.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 3 giugno 2019, 1:07

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Update 31.05.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 19 giugno 2019, 17:43

Han - Project manager ha scritto:

Update 3.101


Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, ?-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.

Upping the exterior textures to 4? quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.

Main features

1. Jet fighter-bomber Me 262 A "Schwalbe" is now available for all owners of "Battle of Bodenplatte";
2. Albatros D.Va is now available for all owners of "Flying Circus";
3. S.E.5a is now available for all owners of "Flying Circus";
4. T-34-76 UVZ made in early 1943 is now available for all owners of "Tank Crew - Clash at Prokhorovka" (includes crew);
5. Bf 109 F-4 exterior textures are now available in 4? quality, including damage, thanks to =BlackHellHound1=;
6. Fw 190 A-8 exterior textures are now available in 4? quality, including damage, thanks to =ICDP=;
7. Crew models added to M4A2;
8. Crew models added to Pz.III Ausf.M;
9. In VR, active reprojection won't cause a rotating propeller to flicker;
10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);

AI improvements

11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
12. AI fighters aim better when engaging a straight flying target;
13. AI fighters open fire earlier when engaging a straight flying target;
14. AI fighters maneuver more carefully when covering bombers;
15. AI keeps the formation much better;
16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
18. AI bombers won't open bomb bay doors during the route by mistake;
19. AI won't attempt to land on tank spawn points in multiplayer in case of an emergency;
20. AI gunners fire only at targets selected as 'Engageable' (Mission Editor parameter);
21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
26. Ground AI won't fire at crewmen escaping from friendly vehicles;

New features for player controllable tanks

27. It's possible to limit the maximal gear by X and Z key;
28. Enter key invokes the damage control overlay;
29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
32. Oil system damage causes engine damage at a progressing rate;
33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
35. Engines have a heat model that is affected by damage;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. 'Warmed up engine' option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
41. Damaged suspension springs or torsions can become lame;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
47. The driver instruments functioning was updated;
48. Powered (electric) turret traverse mechanism added to KV-1s and ?-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged, there is no power or the engine is off;
49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged or the engine is off;
50. Backup (pneumatic) engine starter added to KV-1s and ?-34-76-UVZ-1943 that is used if there is no power;
51. Additional (panoramic) gunsight added to KV-1s and ?-34-76-UVZ-1943;
52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
54. Pz.III Ausf.M brake drums are correctly animated;
55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
56. Tanks won't 'jump' on rubble left from destroyed buildings;
57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
60. KV-1s paint color has been corrected;
61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;

New features in aircraft physics, systems and animations

62. Infinitely firing aircraft of other players shouldn't randomly appear in multiplayer anymore;
63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
64. PTAB sub-munitions effect on ground targets has been corrected;
65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
70. All aircraft: when starting or shutting down the engine with all three difficulty options "Cruise control", "Throttle auto limit" and "Engine auto control" turned off you need to move the engine controls during the startup or shutdown procedure yourself;
71. All aircraft: wind noise sound with jettisoned or broken canopy won't disappear at 720 kph and higher speeds;
72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
78. Moving horizontal stabilizers control levers or wheels can be heard;
79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
80. In multiplayer, you can hear the engine starter of another player.

Because of the huge amount of changes, the track and mission format was changed. If you're an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using 'Convert missions to binary in folder' in the Mission editor).


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 5 luglio 2019, 3:04

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Update 28.06.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 8 luglio 2019, 1:32




Update 05.07.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 29 luglio 2019, 1:42

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Update 26.07.19


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Re: IL-2 Sturmovik: Great Battles

Messaggio da Phant » 29 luglio 2019, 1:46

Han - Project manager ha scritto:

Update 3.102


We're glad to report that the new update containing three new war machines are out. The first one of them is Pz.Kpfw. IV Ausf.G German medium tank for Tank Crew - Clash at Prokhorovka project. It was one of the most commonly used German tanks and had an interesting mix of powerful weaponry and lacking armor, making its use in the sim somewhat peculiar. It also had an interesting feature - autonomous turret traverse mechanism powered by a dedicated petrol motor.

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The second one is the WWI RAF fighter bomber Bristol Fighter F.2B for Flying Circus - Volume 1 project. This airplane had good flight characteristics among the two-seaters, various armament and could perform a wide selection of tasks. Two modifications of this aircraft are included - with Falcon II and Falcon III engines.

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And the third one is another Flying Circus - Volume 1 aircraft - German WWI ground attack plane Halberstadt CL.II. This multifunctional machine had good defensive turret equipped with one or two Parabellum LMG 14 machine guns fed by large-capacity magazines. Halberstadt could have one or two forward-firing MGs and carry 12 kg and 50 kg bombs, camera for aerial recon and radio for aerial spotting.

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In addition to them, the update includes exterior textures in 4K quality for Bf 109 G-14 and Fw 190 A-3. There are also several important improvements in the full list of changes:

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1. PzKpfw.IV Ausf.G is available to Tank Crew - Clash at Prokhorovka owners;
2. Halberstadt CL.II (Mercedes D.IIIa (180 h.p.) and Mercedes D.IIIau (200 h.p.) modifications) is available to Flying Circus - volume 1 owners;
3. Bristol Fighter F2.B (Falcon II (255 h.p.) ? Falcon III (285 h.p.) modifications) is available to Flying Circus - volume 1 owners;
4. Bf 109 G-14 has 4K exterior texturing made by Martin =ICDP= Catney;
5. Fw 190 A-3 has 4K exterior texturing made by Martin =ICDP= Catney;
6. User interface checkbox that disallows other players to occupy one of the stations of your tank in multiplayer works now;
7. Main tank gunfire sound won't be skipped while shooting at a maximum rate of fire;
8. Tank traverse systems on player controllable tanks can be damaged now;
9. Switching between main and backup gunsights on player controllable tanks happens correctly;
10. Chalk slopes on the Prokhorovka map won't visibly appear and disappear;
11. Forests on the Prokhorovka map won't visibly blink;
12. Looking at an aircraft mirror at certain view angles won't cause a severe performance drop that was noticeable at high visibility distance settings on low- and middle-end video cards;
13. Destroyed ground vehicles on the GUI map are semi-transparent;
14. Engine throttle control helper logic has been updated (previously it could limit the available engine power at high altitudes);
15. S.E.5, Sopwith Camel and Sopwith Dolphin ailerons buffeting amplitudes at higher flight speeds have been corrected.

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