BENVENUTO!

IL-2 Battle of Stalingrad

Skycaptain

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Skycaptain ha scritto:
Si vocifera nei forum di IL-2 che fra 2-3 settimane ci sarà un aggiornamento (v3) che implementerà, oltre ai vari fix, diverse migliorie grafiche tra le quali l'aumento della distanza visiva, il doppio layer delle nuvole, una nuova impostazione cromatica, effetti della pioggia sul canopy ecc... ecc...

STRANAMENTE, proprio nel periodo della v2.5 di DCS....

P.S. Sono rumors per il momento, non c'è nulla di ufficiale. Per ora.

http://www.twomoreweeks.net/il2-battle-of-kuban-slightly-delayed/

L'aggiornamento è stato spostato verso fine gennaio.
 

Lornix

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la mappa di dcs è molto più grande, ma il paragone grafico è impietoso, dcs secondo me è piuttosto scarso...
Con la 2.5 dovrebbe migliorare molto, attendo con trepidazione
 

Skycaptain

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As is our usual Holiday tradition, we have launched a Christmas Sale on Steam and the Website from Dec. 21st until Jan. 4th.

- Fw-190 A-3 and La-5 (series 8) - 50% OFF (Fw-190 A-3 on Steam, La-5 on Steam, website)
- All other Collector Planes (P-40E-1 on Steam, MC202 on Steam, Ju 52/3m and Yak-1b are only available on our website) at 40% OFF,
- Battle of Moscow - 50% OFF (Steam, website)
- Battle of Stalingrad – 50% OFF (Steam, website)
- 10 Days of Autumn Scripted Campaign - 50% OFF (website exclusive)
- Blazing Steppe Scripted Campaign (website exclusive) - 33% OFF
- All Rise of Flight content is 66% OFF both on Steam and ROF website.
 

Skycaptain

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Hello everybody,

The New Year is almost here, and our office is very busy. As Jason announced earlier, BoK release is planned for the last third of the winter and we have a lot to make in time for it. The final part of the work on the Career mode turned out to be a lot more difficult than anticipated - those improvements that we planned to combine the best from RoF and BoS worlds require an astonishing amount of work. The overall work is tripled by the fact that we create the Career mode for three war theatres at once - not only new BoK, but also for previously released Battle of Moscow and Battle of Stalingrad. The amount of squadron histories research, work on preparing the map data for the generator were tripled; this also significantly increased the time needed for unique theatre settings. On the other hand, the final result we expect to get should make up for this hard work and release delay. It is important to note, that last two times (in RoF and BoS) Viktor =FB=VikS Sechnoy developed the generator templates that were significantly limited, this time he makes it as he sees right. Our producer Jason gave Viks the freedom that he asked for. Everything will be changed - mission tasks, mission success conditions, mission progress conditions, the placement of various objects near the front line. For instance, to complete a ground attack mission you can destroy various different enemy targets in the designated area, not necessarily the main target listed in the briefing. There are many other things that should make the new gameplay more diverse and interesting compared to earlier BoS campaign or RoF career.

The new Coop multiplayer mode is almost done. This game mode is much like RoF Coop, but IL-2 Coop will have several improvements compared to RoF one thanks to our GUI programmer Vitaly Tolmachev. It will be possible to form player groups using a dialog window and assign a different route to each. There will be also an option to fly a gunner like in Dogfight.

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Thanks to Coop development, we're also improving the game statistics system, which will benefit all the game modes. First of all, stats will become more informative. After making necessary improvements that stats parser tool was designed to support from the start, in the future we plan to further expand and improve the statistics system. Moreover, the entire MP points assignment system will be revised. Difficulty modifier will be gone - on all difficulty settings, players will receive the same amount of points. We do this because it turned out that setting strict rules for set groups of users is not needed for the community, and most MP servers use custom difficulty settings where points are not counted at all. We also won't set the player points to zero if he is killed or captured. Instead, we're adding additional player states the community asked us for some time:

Airplanes:
Successful Landing at airfield : x 2.5
Emergency Landing at airfield : x 2.0
Forced Landing outside the base : x 2.0
Ditched : x 1.5
Bailed Out : x 1.0
Flight Canceled : x 0.5
Captured : x 0.5
Killed : x 0.5
Friendly Fire : x 0.0

Vehicles:
In Service : x 1.5
Broken : x 1.0
Killed : x 0.5
Friendly Fire : x 0.0

post-19-0-22135300-1513938628.jpg


Statistics system isn't the only thing that is changed by adding Coop mode - you'll be able to host a server not only from a separate DServer tool using a different account, but from within a game. You will be able to specify all the required parameters in the game itself and participate in the mission he is hosting together with other players. Such servers will be visible in the servers list just like DServer ones. You'll be able to host both Dogfight and Coop servers this way.

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Another chunk of news today is that we started Bf 109 G-6 flight model development since its 3D model is ready. This aircraft is going to be interesting, here's its cockpit screenshot:

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Speaking of aircraft, we finished the raindrops visual effect on the canopy and restored the old RoF feature with raindrops on pilot's goggles. They both kick in when they should, creating a new level of immersion during rain. When you're on the ground and the canopy is opened, the raindrops will land on your goggles. While taking off, the front glass will protect you from the rain, unless you move your virtual head outside. While the movement of raindrops on the canopy surface and on the pilot's goggles is simplified, it is physics based and changes depending on airspeed and flight direction. Even if there is no rain, the raindrops will appear when you fly through a cumulus cloud or very low above the water. This 5-minute gameplay video showcases this feature:

https://www.youtube.com/watch?v=DTl6PZ8SQGs

Now let's show you something more grounded. Since the graphics improvements for BoK are nearly complete, we started the work on tech required for new projects. The research on Bodenplatte map and scenery has started and we'll tell you about it a bit later, but today we can give you more info on another project - Tank Crew. All tanks will have the detailed exterior and interior (WIP screenshots are coming soon). Right now here's the screenshot of the current Pz. III tank model you already have in the game that shows the new visor tech - prismatic optical instruments and triplex armored glass:

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Our partners are making the tank models while we make the necessary new tech for them to look best, for instance, the new tech to make the tank tracks look as real ones as possible. This tech is different to what two most popular tank games are using and is more modern and perspective. It is not heavy on polycount, performance optimized, looks good at different distances, including close up views, and is also convenient for 3D modelers to work with. Our lead programmer Sergey Vorsin not only made all that but also made sure the tracks move in a physically correct way at different speeds.

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In addition, Sergey has made it possible to topple trees on the edges of woods, in the wood lines and single standing trees. This option is optimal for game performance (it doesn't adversely affect the performance of the entire game and doesn't clog the bandwidth in the multiplayer) and is also realistic because a tank crew couldn't expect to move right through a forest. Although physics of tree-toppling is very simplified due to the insane amount of trees in the game, it still looks better than in many other projects.

We plan to improve many other technologies for Tank Crew project. In particular, we plan to make landscape mesh 16 times more detailed for smaller, 100x100 km tank maps. This will allow creating the fully-featured multiplayer missions with tanks and aircraft acting simultaneously in one mission (10000 sq.km. are more than enough for fighters and ground attack planes). In the same time, tank players will have very good landscape visuals on such maps.

However, as they say, it is better to see once than to hear many times. So here is 3-minute gameplay video which showcases two new tank features - new tracks and tree-toppling:

https://www.youtube.com/watch?v=3tQVifFTGKY
 

Skycaptain

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20 Agosto 2014
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Hello everybody,

The end of January draws near and we're finishing the BoK development. The new functionality of the coming version 3.001 is being actively tested and debugged, our volunteer beta tester team helps us in this task greatly. This development stage is hard, but it consists of routine work mostly, not very exciting to tell about. However, there is a development which might be interesting for you to know. Andrey =AnPetrovich= Solomykin finished the Yak-7b series 36 flight model but, being the lead engineer, he couldn't just 'make a new plane'. During this work, he implemented many new features which in time may be applied to other aircraft. In addition, while we have a common flight modeling accuracy standard, this time some characteristics were modeled with higher fidelity. Here's the list of Yak-7b FM features:

1. Maximum horizontal speed matches the reference data at all altitudes with 1% difference margin (less than 5 km/h).
2. Climb time matches the reference data with 4% difference margin (less than 8 seconds difference lower than 6000 m and less than 34 seconds at higher altitudes).
3. Turn time matches the reference data with 0.5 seconds difference margin.
4. Takeoff and landing speeds with or without flaps match the reference data with 2-3 km/h difference margin (takeoff run accuracy is 10-20 m).
5. Inertial model is congruent with the reference data for all load variants including fuel and ammo mass.
6. Shock absorbers and tire load are congruent with the reference data in all drop tests.
7. New canopy functionality:
7.1 Canopy opening or closing delay after the player input has been corrected.
7.2 It is impossible to open or close the canopy at speeds higher than 600 km/h.
7.3 Canopy damage model and wind sound corrected.
7.4 Moving canopy recoils when it hits the limit.
7.5 Player can repeat the canopy move command if canopy releases from the lock on its own and didn't lock at the opposite lock.
7.6 If a pilot finds himself in an unlucky flip over situation on the ground, it may be impossible to open the canopy.
8. New flaps functionality:
8.1 Flaps pneumatic valve can be set to the neutral position instead of retracting position, making the flaps retract by air flow pressure instead of a sharp retracement.
8.2 An incorrect flaps behavior, while pushed back by the air flow pressure, has been addressed.
9. Pneumatic valves in the cockpit are being turned in an anthropomorphically realistic way since a human hand can't turn something 360 degrees without pauses.
10. Constant speed governor wheel has been slowed down realistically (synchronized with a virtual axis while controlling it from keyboard).
11. Propeller pitch automatically lowers during landing if the automatic pitch control is selected in difficulty settings.
12. Oil overpressure results in an oil leak.
13. Oil and water radiator scoops can be lost due to combat damage.
14. The airframe structural fatigue and combat damage dependencies on the G load have been adjusted.
15. Fuel pressure indicator shows realistic data while the engine cylinders are being primed with fuel during the engine start.
16. Force Feedback effects were adjusted for higher flight speeds.
17. Oil injector functions correctly during engine warm up (if you start a mission from parking).
18. Instruments and switches function correctly with all interdependencies.
19. Correct Venturi tube modeling in UP-1 gyro, KI-10 gyro modeling.
20. Engine start and turning off procedures fully correspond to the pilot's manual.
21. Landing gear bays and flaps affect flight dynamics correctly in all possible landing gear and flaps combinations (including flaps being lost).
22. Neutral virtual flight stick position corresponds to the real joystick flight stick position for FFB and regular joysticks (taking into account the elevator trim and fixed trim tabs).
23. Aircraft balance changes correctly in an event of fins or fins control rods loss for FFB and regular joysticks (taking into account the fixed trim tab position on the left aileron and both elevator trim tabs).
24. Fins with broken control rods correctly re-orient themselves when the air flow speed drops, affecting the FFB neutral position.

While working on Yak-7b, Andrey was also able to add these features and corrections to other aircraft:

1. Radio compasses on all planes work only when powered and show correct readings when switched on or off and when the beacon signal is lost or acquired.
2. An aircraft can no longer explode when 'Unbreakable' difficulty option is selected.
3. These aircraft can't be damaged anymore with 'Unbreakable' difficulty option selected:
- Bf 110 E-2
- Bf 110 G-2
- He 111 H-6
- He 111 H-16
- Ju 88 A-4
- Ju 52 3mg4e
- IL-2 mod. 41
- IL-2 mod. 42
- Pe-2 series 35
- Pe-2 series 87
4. 'Unbreakable' difficulty option: flipped over MiG-3 and Hs-129 B2 turn back to a normal position.
5. 'Unbreakable' difficulty option: turning back a flipped over aircraft happens correctly and there are no artificial oscillations that could happen when an aircraft lies on its belly.
6. When a plane or its fragment hit a concrete, ice or packed snow surface, dust or snow cloud effects won't be shown.
7. Loss of smaller aircraft fragments won't be accompanied by a dust cloud visual effect.
8. Damage modeling artifacts have been fixed (i.e. sudden breakage of damaged aircraft parts in a resting state).
9. Lost canopies fall off from a correct place on an aircraft.
10. Lost canopy and other parts of Bf-109 Е7 correctly affect its aerodynamic characteristics.
11. Oil viscosity changes correctly with temperature, resulting in faster engine failures when the oil is overheated.
12. Constant propeller speed governor R-7 control wheels were made slower according to reference data. These governors were installed on the following aircraft:
- IL-2 mod. 41
- IL-2 mod. 42
- IL-2 mod. 43
- MiG-3 series 24
- Pe-2 series 87
- Yak-1 series 69
- Yak-7b series 36
In addition, for all these planes (if 'Engine auto control' difficulty option is selected) the propeller pitch is automatically lowered when instrument speed drops and the landing gear is released (to help in a situation when an urgent go around procedure might be needed).
 

Firo

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9 Gennaio 2015
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638
ragazzi speso di non andare troppo off topic.
Consiglio: è molto che non gioco con IL2, per cui mi sono letteralmente perso tutte le evoluzioni di questo simulatore.
Attualmente, a livello grafico tra effetti di pioggia sul cockpit e realismo, da usare con l'oculus, quale mi consigliereste?
 

Drigo

Comando di Stormo
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9 Gennaio 2017
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RSO
73^ Sq. FC-3
Firo non ho capito se parli di il2 intendendo 1946, oppure il2 battle of stalingrad.

il simulatore più recente e moderno da un punto di vista di programmazione è il2 bos, battle of stalingrad, della 1c.

se dovessi consigliarti un esperienza per l'oculus ti consiglio BOS per motivi grafici e di realismo della fisica di volo.

se hai bos o bom o kuban è lo stesso, sali su uno yak, apri il tettuccio decolla e prova a fare un giro sul cielo campo.  ;)


cmq ci sono degli sconti se puo interessare

unar New Year Sale, Battle of Kuban Pre-Order Discount Closing

Dear Pilots!

As is our usual tradition to honor holidays, we have launched a Lunar New Year Sale on Steam and the Website from Feb. 15th until Feb. 19th.

Fw-190 A-3 and La-5 (series 8) - 50% OFF (Fw-190 A-3 on Steam, La-5 on Steam, website)

All other Collector Planes (P-40E-1 on Steam, MC202 on Steam, Ju 52/3m and Yak-1b are only available on our website) at 40% OFF,

Battle of Moscow - 50% OFF (Steam, website)

Battle of Stalingrad – 50% OFF (Steam, website)

10 Days of Autumn Scripted Campaign - 50% OFF (website exclusive)

Blazing Steppe Scripted Campaign (website exclusive) - 33% OFF

Cliffs of Dover BLITZ - 25% OFF (Steam, website)

All Rise of Flight content is 66% OFF both on Steam and ROF website.
 

Firo

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9 Gennaio 2015
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638
Grazie Drigo!
 

Skycaptain

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20 Agosto 2014
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2.922
Hello everybody,

Today we don't have a lot of news, we just want to tell you that the work on 3.001 update is near its end. We have 20 Career mission types working of 25 planned for the release. The most of the initially found issues are fixed and some tweaks are already in the place.

To give you a general idea of the scale of this update, its change list will contain 90 items, nearly a third of which are significant changes and improvements. The sheer number of these changes means that after 3.001 release hotfixes will likely follow because there could be problems that couldn't be found by the testers. We're sure this teething period will be short.

P-39L-1 cockpit is almost ready, perhaps we'll spend 1-2 days for final 'polishing' of its textures, but we can already show you its overall look.

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All other changes and additions planned for 3.001 release are finished. Therefore, we plan to release this humongous update in 2-3 weeks. We want to release it as soon as possible ourselves: all we're doing we're doing for you and your feedback is very important for us. But we need to make a bit more effort to give you the result that will not only be massive, but also good functioning, so these days will be spent on debugging and refinement of the new functionality.
 

Skycaptain

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20 Agosto 2014
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Dear Friends,

We are proud and excited to announce that the Battle of Kuban development cycle is completed and Battle of Kuban is officially released! As Producer of the Sturmovik product series it is always a pleasure to announce major milestones to the community and this one is very special. Battle of Kuban was a technical challenge from start to finish, but the team has once again proven why they are the best. When I took over as Producer I promised you a new and improved Sturmovik experience. A Sturmovik with a more hardcore feel with more classic flight-sim features for both single-player and multiplayer modes along with other touches that remind you of past Sturmovik titles while embracing new genre-leading technology. In the past 18 months we’ve done just that and transformed this generation of Sturmovik into a real leader.



As you will see below, the amount of work that has gone into just version 3.001 is huge, not to mention ALL of the enhancements, improvements, fixes and content that was developed for Battle of Kuban and the engine as a whole during this cycle. Every department has worked hard to make this release special. This was months and months of hard work by an extremely talented and dedicated team who spent very long hours trying to make the vision I announced in fall 2016 a reality. If you are a fan of Sturmovik, either old or new, they deserve your continued support. Please tell your flight-sim friends about how much Sturmovik has improved with the Kuban release. Together, the Sturmovik line-up will continue to grow and thrive as our big announcement about Bodenplatte, Flying Circus and Tank Crews this past November shows. We have big plans, but we need your support to make them happen. We have no magic safety net. Your support allows us to expand our team and spend time clearing development bottlenecks or solving long stubborn issues.



As with any major release, many compromises in scheduling and work-flow had to occur. Some features not in our original plan were added (new distant terrain rendering, new shadows, improved flight-models) and some were delayed (Air Marshall, Object Viewer) and some work took much longer than planned (Pilot Career, P-39). As a result, a few new features planned for the Kuban cycle have been pushed to this Spring and Summer and will be part of the Battle of Bodenplatte development cycle. Since our core engine powers all products it really is just one large development cycle. All we need is enough time, patience and support from you and all can become a reality.

Let this release be an example of our unending desire to make a better product and do the best job we can with our small team and limited resources. The team has worked a miracle here once again and made me very proud of them as I know my constant demands make their lives more difficult. Please think of them when you fly and enjoy Battle of Kuban.

P.S. I hope to see some of you at the 2018 Flight-Sim Expo in Las Vegas, NV USA taking place June 9-10of this year. https://www.flightsimexpo.com/

Sincerely,

Jason

Hello Everybody,



So, the day has come. Half a year has passed since the last update 2.012 which was, as you remember, quite large on its own and added many new features to the sim. But today the new 3.001 update, sets a new record for our project. We have never released so many additions of different types at once. Sure, it comes from the fact that much time has passed since the previous update. You may ask why it has taken so long - because two fundamental game parts were re-made almost completely.



First of all, the old dynamic campaign is now replaced by the new Career. In this mode we have tried to create the best single-player experience we could. We’ve taken some elements from our Rise of Flight Career mode you may be familiar with and some from the Battle of Stalingrad campaign system and we added tons of new features and abilities along the way. This mode takes a WWII combat pilot experience to the next level and works in any theatre of war you own - Battle of Stalingrad, Battle of Moscow and Battle of Kuban. If you have all three, you can play through all of them with the same character, starting in the cold winter of 1941 and finishing in 1943 on the warm shores of the Black Sea. The AI has been significantly improved to function in this mode as well. It is important to note that we plan to develop it further improving it and adding new mission types and interesting gameplay features in the very near future.



The second hugely improved part of the game is its core. The evolutionary development we started back in 2017 brings fruit right now in the 3.001 update. The biggest change is the increased rendering distance of course. But this fundamental change led to many other additions and corrections, you can read the change list below. Many of these changes were anticipated by the community while some will be a pleasant surprise. The cumulative result of these changes makes our graphics engine one of the best in the genre.



Another important addition is the new Cooperative multiplayer mode. Together with the updated statistics system and other new features, it will give our customers who prefer multiplayer new exciting opportunities.



And of course, the biggest chunk of the 3.001 update is the new content. Five new aircraft including two new Collector Planes and the new historical static campaign 'Sea Dragons'. Also included are many new aircraft skins, the ability to host a game server from within the game client without using the dedicated server executable, 'Mods On' mode and many others. It is difficult not to forget something in this short overview, so here goes the update 3.001 change list:



New Content:

1.  A-20B bomber is added to the project and all Battle of Kuban owners can fly it now;
2.  Yak-7b series 36 fighter is added to the project and all Battle of Kuban owners can fly it now;
3.  P-39L-1 fighter is added to the project and all Battle of Kuban owners can fly it now;
4.  New Collectors Plane: Bf 109 G-6 fighter;
5.  New Collectors Plane: La-5FN series 2;
6.  New Career single-player mode replaces the old dynamic campaign;
7.  The new Cooperative multiplayer mode is available along with the classic Dogfight;
8.  New historical static campaign 'Sea Dragons' designed by Alexander -BlackSix- Timoshkov telling the story of an IL-2 mod. 1943 pilot is added to the project and all Battle of Kuban owners can play it now;
9.  Now you can host a multiplayer server from within the game client and play on it yourself;
10.  New 'Mods On' mode allows modifying the game files. Multiplayer server owners can allow or disallow players with the modified game files to connect;
11.  Bf-109 G-6 Collector Plane comes with painstakingly researched paint schemes created by community enthusiasts III/JG2_Gustav05 and I./ZG1_Panzerbar;
12.  La-5FN series 2 Collector Plane comes with painstakingly researched paint schemes created by the community enthusiast I./ZG1_Panzerbar;
13.  IL-2 mod. 1943 now comes with all of its textures made in 4K quality (default and all official paint schemes, bump, specular and damage textures) created by the community enthusiast =BlackHellHound1=;



Graphics:
14.  Terrain visibility distance has been increased from 40 to 150 kilometers with Settings option;
15.  New raindrops effect on the cockpit and pilot glasses;
16.  Clouds visibility distance has been increased from 40 to 150 kilometers;
17.  Heavy cumulus clouds were made more complex, some of the weather variations now have two level clouds;
18.  Because of the increased rendering distance, cumulus cloud patterns were reworked for all weather types;
19.  Fixed the issue where clouds could drop shadows on the mountains above them;
20.  Cloud 'moving' effect when you fly very close to it has been minimized;
21.  Large white horizon band has been removed thanks to the new rendering distance;
22.  Skydome lighting has been made bluer;
23.  Cirrus clouds rendering has been improved;
24.  Winter lighting has been tuned for more contrast shadows with a slight blue hue;
25.  Completely redone texturing of summer and autumn Stalingrad maps: overall steppe look was made more authentic, fields tiling has been removed;
26.  Landscape texture flickering on the big and steep mountains has been eliminated;
27.  Tree crowns drop more detailed shadows;
28.  Landscape detail change with distance has been made less apparent on Ultra graphics preset;
29.  There is a new graphics option that enables or disables 4K textures (when set to On, the game will use 4K textures if available);
30.  Player controlled tanks use the new visual tech that simulates prismatic optical instruments;
31.  Player controlled tank Panzer III now has a movable prismatic visor and armor hatches that can cover the view slits;
32.  Main menu and aircraft settings hangar scene now has a different lighting; welding blinks and sounds were removed;
33.  Player controlled tank T-34 now uses the new tech that allows very detailed tank tracks (it will be used for the Tank Crew vehicles);



AI Aircraft and Game World:
34.  Damage to large objects from small explosions now calculated more accurately;
35.  Some trees (on tree-line, along with the roads, individual ones) can be toppled with a powerful impact;
36.  AI pilots evade mountains and hills better;
37.  Shallow dive ground attack procedure has been improved for cases with high initial aircraft altitude;
38.  AI pilots evade ground objects during shallow dive ground attack procedure better;
39.  AI pilots will follow the flight leader even if the wingman player decides to fly elsewhere;
40.  AI Hs-129 B-2 takes off correctly;
41.  Heavy loaded AI planes take off correctly;
42.  All AI planes in the group attack targets if there are enough of them;
43.  All AI planes in the group choose targets correctly and won't attack the same target if there are enough of them;
44.  AI priorities during the ground attack were updated. Primary targets are AAA, then locomotives, then tanks, then artillery, then everything else. Targets closer to the center of the ground attack area have more priority;
45.  Ships damage modeling has been improved, they are harder to destroy;
46.  Large ships except tankers have simulated damage control;
47.  AI groups taxi to a flight strip faster;
48.  Parachutes are correctly modeled in multiplayer;

Physics, Aircraft Systems and Models:
49.  Yak-1 machinegun synchronizer C2K-19 has been replaced with C2K-26 that fires three rounds per one propeller revolution instead of one;
50.  UB machineguns and ShVAK dispersion on Yak-1 fighters has been corrected using the newly found test data;
51.  IL-2 canopies can be fixed in the open position;
52.  Ultimate load factor calculations were updated for all aircraft;
53.  'Unbreakable' difficulty option now works correctly - an aircraft won't explode from a powerful impact when it is on;
54.  The issue with He-111 engines having different initial throttle control positions after starting a mission in the air has been fixed;
55.  IL-2 mod. 1943 instruments illumination works correctly now;
56.  Compass locator on all aircraft now works only when powered and won't show strange readings when power is turned on or off or whenever a beacon signal is found or lost;
57.  'Unbreakable' difficulty option now works correctly for Bf-110, He-111, Ju-88, Ju-52, IL-2 and Pe-2;
58.  'Unbreakable' difficulty option now correctly turns flopped over MiG-3 and Hs-129 B2 back to normal position;
59.  'Unbreakable' difficulty option now turns flopped over planes back to normal position without excessive overload and won't cause shaking of aircraft laying on the ground with retracted landing gear;
60.  An aircraft or its parts won't kick up a dust or snow hitting a runway or other hard surface;
61.  An aircraft losing a small part won't display a debris cloud effect;
62.  Damage model issue has been fixed (a fractured part won't break off when completely stationary);
63.  Aircraft canopies now break off at correct places;
64.  Jettisoned Bf-109 Е7 canopy now correctly adds drag, broken off parts have corrected aerodynamic characteristics;
65.  Oil viscosity changes with temperature, causing an engine to be damaged faster when the maximum oil temperature is exceeded;
66.  The control wheel of the R-7 constant speed governor rotates much slower according to reference data resulting in much slower propeller RPM switching (IL-2, MiG-3, Pe-2 series 87, Yak-1 series 69 and Yak-7b series 36 are affected);
67.  Because of the slower propeller RPM switching on IL-2, MiG-3, Pe-2 series 87, Yak-1 series 69 and Yak-7b series 36, 'Engine auto control' difficulty option automatically lowers the propeller pitch if the landing gear is released and IAS is dropping (to make go-around during landing possible);
68.  Ammo counters on Fw-190 A-3, Fw-190 A-5, Bf-110 G-2 and MC.202 ser. 8 were corrected;
69.  Metal surfaces on P-40E-1, P-39L-1, A-20B and MC.202 series 8 now rendered differently for polished metal visual effect (others to come in the future);
70.  IL-2 mod. 1943 visual damage effects were corrected so fractured parts won't appear hanging in the air;
71.  Rear armored glass joints on Yak-1b series 127 now look better;
72.  MG 15 reload handle position on Ju 52 has been corrected;



Statistics System:
73.  Remnants of the aircraft unlocking system in statistics are completely gone;
74.  Statistics data in all game modes made more detailed with subcategories;
75.  Statistics screen shows secondary objective status in all game modes;
76.  Completed and failed objectives can be displayed on the flight map in all game modes if enabled by a mission designer;
77.  Victory points are now calculated differently and don't depend on difficulty level;
78.  All game modes now share the same flight status system. Point modifiers are changed in Dogfight mode;
79.  Pilot capture by the enemy now works in all game modes (if a mission designer has set up the friendly and enemy territories using Influence Area instrument). Tank crews can't be captured;



Multiplayer:
80.  Multiplayer server options now don't depend on the difficulty level;
81.  Player ban time can be specified in server options;
82.  Players can view Dogfight statistics and vote for a ban in the lobby or during flight;
83.  Dogfight servers now recognize Trigger Mission Objective conditions (completing Primary Objective grants a win to one of the teams while completing Secondary Objectives reduces the 'life points' of a team;



User interface:
84.  Mission route on the map made clearer;
85.  Single mission lists made more convenient and compact;
86.  Campaign designers can now block aircraft loadouts and modifications separately (previously it was possible to block them only simultaneously);
87.  Many user interface elements made more compact;
88.  New option added: user interface scaling (useful for monitors with high DPI);
89.  Credits added to the main menu;
90.  The game client won't hang anymore on the very first run during input devices initialization;



'Blazing Steppe' campaign:
91.  The campaign has been updated to the current mission design standard;
92.  Map tactical overlays are updated to be more detailed;
93.  Waypoint following logic has been improved;
94.  Take-off is counted when 30 meters altitude is reached instead of 200, making the take-off of large joint groups faster and reducing the possibility of skipping the first waypoint;
95.  Text translations are updated.



'10 Days of Autumn' campaign:
96.  The campaign has been completely reworked;
97.  Map tactical overlays are redone;
98.  Waypoint following logic has been improved;
99.  Take-off is counted when 30 meters altitude is reached instead of 200, making the take-off of large joint groups faster and reducing the possibility of skipping the first waypoint;
100.  Skipping intermediate waypoints won't interfere with the mission progress and landing on the home airfield anymore;
101.  Now there are more aircraft in the air at the same time in some missions, somewhat increasing the difficulty level;
102.  Text translations are updated.
 

Skycaptain

Personale a Terra
Registrato
20 Agosto 2014
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IL-2 Sturmovik Spring Sale Just Started

Dear Pilots!

Our Spring Sale has started on Steam and the Website - it runs from Apr. 2nd until Apr. 10th.

Battle of Stalingrad – 66% OFF for the first time ever! (Steam, website)

Battle of Moscow - 50% OFF (Steam, website)

Fw-190 A-3, La-5 series 8, P-40E-1 and MC202 Collector Planes - 50% OFF (Fw-190 A-3 on Steam, La-5 on Steam, P-40E-1 on Steam, MC202 on Steam, website)

Ju 52/3m and Yak-1b Collector Planes - 40% OFF (website)

It's a good opportunity to fill up your hangar. And if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.

Please note that Battle of Stalingrad and Battle of Moscow use all the newest technologies and features available in the latest sim core update 3.001 - new Career mode, rendering distance increased to 150 km, numerous FM improvements, water drops effect on the canopy and everything else. In addition, the Stalingrad map has been re-textured to look even better and more realistic with the increased rendering distance. Please advise your friends to try our game if they haven't done so yet - it's now a great time to jump in with a huge discount!
 
Alto Basso