Dec 21, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,

The year 2022 is drawing to a close and we did our best to bring you a new update on Christmas Eve. It bears the number 5.004 and adds the Great War Collector Plane Sopwith Snipe to our series. It is a late war aircraft equipped with the most powerful Bentley BR2 rotary engine, producing up to 234 horsepower. By comparison, the Sopwith Camel fighter's Clerget 9B engine produced 130 hp. At the same time, however, the Snipe is 200 kilograms heavier than its predecessor (more than a quarter). Overall, the new fighter is more stable in flight and has better speed and climb characteristics. Everyone who has purchased an airplane now has the opportunity to master it and use it in combat.









In addition to the new vehicle, in update 5.004 we are releasing two AI armored vehicles for the Normandy and Bodenplatte projects - the M8 Greyhound and the SdKfz 234/2 Puma. You'll find new scenario missions for Churchill and StuG III in this update, they were created by community enthusiast super-truite and his friends. More than 80 improvements were made to the "Western Front, Spring 1918" map, which is in the early access phase and is currently being finalized. There are a number of other improvements and fixes to player controllable aircraft, tanks and artificial intelligence. A complete list of changes in the version 5.004 follows:

5.004.
    1. The Sopwith Snipe, a Royal Air Force collector aircraft from the final phase of the Great War, is now available to its owners;2. Battle of Normandy AI armored vehicle M8 Greyhound added;3. Battle of Normandy AI armored vehicle SdKfz 234/2 Puma added;4. Scenarios for collectible vehicles Churchill and StuG III added (super-truite);5. Mk.37 rig model for the 5'/38-gun Mk.12 on the Bayfield and Liberty ships updated;6. Fixed a bug in the aircraft AI leading to incorrect maneuver choices and incorrect aircraft behavior in aerial combat, which was especially noticeable on WWI airplanes;7. AI pilots correctly climb while maintaining formation;8. AI pilots controlling high speed capable aircraft are less likely to use risky high-altitude maneuvers at lower altitudes (previously these could led to a collision with the ground);9. AI pilots should better avoid collisions in some maneuvers, especially in a frontal attack;10. The tail section damage texture has been fixed on all Bf-109s; 11. The placards were corrected along with other minor improvements on Bf-109 E7, He 111 H6/H16, Ju-87 D3, Spitfire Mk.Vb/IXe/XIV (Oyster_KAI);12. Incorrect operation of GUI information bar in player controllable tanks has been fixed;13. C-47A: a number of visual inaccuracies and technical problems with the aircraft model has been fixed, including the shape of upper air intakes on engine nacelles;14. C-47A: phosphorescent cockpit instrument illumination restored;15. C-47A: fixed a bug with a broken window when the landing door is opened for bailing out;16. C-47A: fixed a bug in the bail out animation that caused crew members to visually appear outside the cockpit for a moment;17. C-47A: added a feature to align engine flaps with the flow;18. C-47A: a fixed bug with radio compass working on powered off aircraft; 19. Me 262A: fixed reflections in cockpit instruments;20. Stug III Ausf. G gun now takes more time to reload if the loader is unbuttoned;21. Crew gestures have been added for the Churchill IV and the Stug III;22. Stug III Ausf. G - fixed an incorrect position of the machine gun after loader's death, if it was in anti-aircraft position;23. Stug III Ausf.G. - corrected wrong animation of the side correction input control;24. Pz.Kpfw.IV Ausf.G - main gun reloading sound aligned with the visual animation;25. Mission editor: skins which consist of several textures are correctly displayed in the skin list;26. It is possible to shoot off the trunk behind the turret on Pz.Kpfw.III Ausf.M, Pz.Kpfw.IV Ausf.G, Pz.Kpfw.VI Ausf.H and Churchill IV;27. It is possible to shoot off the commander cupola on the Tiger;28. Range of smoke grenade launchers corrected for all player controllable vehicles;29. Improved sorting of visual effect particles;30. Western Front map, Spring 1918: Treizennes airfield added;31. Western Front Map, Spring 1918: Clairmarais airfield moved;32. Western Front Map, Spring 1918: Ferme airfield is renamed Filescamp Farm;33. Western Front Map, Spring 1918: Droogland Airfield moved to square 0205-8;34. Western Front Map, Spring 1918: removed second Epehy;35. Western Front Map, Spring 1918: added bridge to the fortress in square 0408-9;36. Western Front Map, Spring 1918: Hoog Huys manor added;37. Map of Western Front, Spring 1918: added Ferme manor;38. Western Front Map, Spring 1918: Removed flooded railroad track;39. Western Front Map, Spring 1918: corrected railroad tracks in square 1202;40. Western Front Map, Spring 1918: Hoog Huys Airfield moved;41. Western Front Map, Spring 1918: Filescamp Farm airfield moved;42. Western Front Map, Spring 1918: added homestead near Droogland airfield;43. Western Front Map, Spring 1918: corrected wrong track crossing in quadrant 0305-8;44. Western Front Map, Spring 1918: improved appearance of Thionville Steelworks East and Thionville Steelworks;45. Western Front Map, Spring 1918: the village of Crochte has been renamed Merckeghem;46. Western Front map, Spring 1918: Hondschoote village renamed Esquelbecq;47. Western Front map, Spring 1918: Droogland village moved to square 0205-8 and renamed Winnezeele;48. Western Front map, Spring 1918: Kemmelberg village moved to square 0207-5 and renamed Kemmel;49. Map of the Western Front, Spring 1918: Aire is renamed Aire-sur-la-Lys;50. Map of Western Front, Spring 1918: 25 obstructions on road network removed;51. Map of the Western Front, Spring 1918: 15 wrong dead ends on the road network were removed;52. Western Front map, Spring 1918: corrected 18 problematic entrances to railroad bridges.

Dec 19, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,


As we have mentioned during one of the video streams earlier, there are additional Collector Planes in development which are modifications of the existing ones in our sim. Today we can tell you a bit about one of them: the Messerschmitt Bf-109 G6/AS.


This model of the Bf-109 G6 has been designed as a high-altitude interceptor and appeared in the Western Europe skies during late Spring 1944, so it fits in the Battle of Normandy and Bodenplatte Career timeframes. 686 aircraft were built, 226 from the scratch and 460 upgraded from G-6 modification aircraft during the repairs. The engine, DB605AS was a modification of the DB605A . The installation of the bigger supercharger from the DB603 engine has increased the critical altitude and flight characteristics at high altitudes. The engine cowling became bigger, but it had a more aerodynamic form compared to a standard G6 cowling.



The base model of this aircraft in Great Battles will have the DB605AS engine working on B4 fuel (87 octane) with 1.42 ATA and 1435 HP takeoff power (1 minute limit). There will be the following modifications available:
- DB605ASM engine using С3 fuel (100 octane) allowing 1.7 ATA and 1800 HP takeoff power (around 3 minute limit);
- DB605ASM engine using С3 fuel (100 octane) with MW50 water-methanol injection system, allowing 1.7 ATA and 1800 HP takeoff power (up to 10 minutes time limit while there is water-methanol mixture left). In this modification the engine can take the takeoff power longer, but the downside is that the aircraft becomes around 100 kg heavier (MW50 weight).



Bf-109 G6/AS had a bigger tail fin, Erla Haube canopy and fixed loop radio compass. Additional weapon modifications will include:
- MK-108 engine cannon (replacing the MG151/20);
- Two underwing MG151/20 guns;
- Two 210mm WGr 21 rockets;
- 250 kg underfuselage bomb.



Previously we have seen a number of player requests to have this 109 model in Great Battles and we always strive to meet the player requests whenever we have the opportunity. At the moment the 3D model of the aircraft is nearly done and the work on its FM and systems is ongoing.

Dec 13, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,

As 2022 draws to a close, we are completing our work on bringing the AI objects to the Normandy project that we previously promised. The first one is the Fighter Direction Tender. FDT are radar surveillance and control ships. They were actively used during the Normandy Landing in 1944 to coordinate the actions of Allied aviation and provide radar cover for the landing zones. We created three ships, FDT-13, FDT-216, FDT-217, based on the LST class dock landing ships, which bore the same hull numbers before modernization. Their modernization was carried out on the shipyards of the west coast of Scotland, away from the active enemy forces. During the modernization, various radio communication, electronic interception, and radar antenna equipment were installed on the upper decks of the ships, including two powerful Type 15 GCI and Type 11 radars. These ships played a prominent role in the events of D-Day.



The second AI object is a German eight-wheeled armored car Sd.Kfz. 234/2 Puma. This “slash-two” modification was the second by numbers among all the Pumas produced during the war: 101 out of 478 vehicles. This modification took part in the events of 1944, which the Battle for Normandy project tells about. It is a variant armed with the 50mm KwK-39 cannon (similar to the one used on later modifications of the Pz.Kpfw. III tanks), located, unlike later modifications with a 75mm cannon, in a fully enclosed and armored rotating turret. The car is notable for quite good frontal armor of the hull and turret (up to 30mm), as well as its unique chassis, which is worth mentioning by itself. The chassis is built based on an independent levered suspension of all 8 wheels and their coupled wheel springing. All the wheels of the Puma are driving and steerable. All this together, as well as a 12-cylinder V-shaped diesel engine Tatra 103 with a 210 horsepower capacity, provided very good cross-country ability, maneuverability, and speed.




The third is a lighter American armored car, M8 Greyhound. This three-axle all-wheel drive vehicle, unlike the Puma, had a classic chassis design with 3 leading solid beams and a front steering axle, less body armor (up to 19mm in the front), and lighter armament, the 37mm M6 cannon placed in an open-top turret. An important quality of the vehicle for infantry units was the additional heavy .50 cal Browning machine gun mounted on the rear of the turret. Possessing more modest characteristics and a less revolutionary design, however, the Greyhound was a third lighter than the Puma and obviously easier to manufacture. In the conditions of the Second World War, this was largely a determining factor. Moreover, the Greyhound turned out to be a rather successful armored car that was used in various conflicts for a great many years after the 1945.


Dec 2, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,


Today we'll tell you about one of the Collector Planes in development - IAR-80/81. Both kinds of this Romanian aircraft will be available in our sim: the 'short' model with short fuselage and wings and the 'long' one (that's right - with long fuselage and wings). At the moment, the work on the first model has progressed well and the second one will be developed relatively fast after finishing the first. This fighter/bomber was designed under the lead of Ion Grosu and took off for the first time in 1939. In 1940 the aircraft went into mass production and later was updated many times, resulting in many modifications. Most of them will be available in Great Battles:




"Short version"
I.A.R.80-A serie 106-150 : fighter armed with six 7.92mm FN Browning MGs firing German rounds (base model).
I.A.R.80-B series 181-200 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds.
I.A.R.80-M : fighter armed with two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns.
I.A.R.81 series 151-175 : fighter/bomber armed with six 7.92mm FN Browning MGs and capable to deliver up to three bombs with up to 400 kg total weight. The underbelly bomb mount had a special parallelogram mechanism for dive bombing that prevented a released bomb from hitting the propeller. In addition, the flaps on this dive bomber modification had larger angle range, serving as ad-hoc air brakes.


"Long version"
I.A.R.80-B series 212-230 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds (base model).
I.A.R.80-C series 251-290 : fighter armed with four 7.92mm FN Browning MGs and two 20mm MG-FF Ikaria guns.
I.A.R.81-C series 301-450 : fighter/bomber armed two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns and capable to deliver up to three bombs.




All the IAR-80 modifications that will be modeled in our sim were powered by twin-row radial 14-cylinder air cooled engine I.A.R.-14K, which was the licensed version of the French Gnome-Rhone 14K. In takeoff mode it could reach 1000 HP. The similar, albeit less uprated engines were installed on the German ground attack aircraft Hs-129B-2 most Great Battles players are familar with already.




This first Romanian mass-produced fighter was all metal except the stabilizer and flaps skin. The flaps and landing gear had hydraulic actuators. All in all, it possessed flight characteristics similar to Soviet Yak-1, but late IAR modifications had much more powerful weapons and bombs.




The visual 3D model of IAR-80/81 is being developed by two famous enthusiasts - Ivan Shirshov (3D model) and Martin =ICDP= Catney (exterior textures). We hope they'll finish their part of the work in the coming months and we'll be able to start the work on its FM and systems. We'd like to repeat once again - if you're interested in creating new content for our series, we're always open for collaboration. Just contact us.




Nov 22, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,


Our team has finished the development of the new update 5.003, and it is released. This time we will launch three new pieces of new content at once.


The first object is the C-47 "Skytrain" we have talked about in Dev Blog #331. This big guy has been developed together with Yugra Media company which created the 3D model of the cockpit and updated the external model of this aircraft. It wasn't easy, but this plane is interesting to become familiar with. This most popular military transport plane of WWII is now available in Pilot's Career mode during the Normandy and Rhineland timeframes. You'll be assigned missions like Cargo Delivery, Special Forces Paradrop and Cargo Paradrop (the second and third mission types can occur both during daytime and nighttime in Normandy career). We're hoping you'll enjoy flying it.







The second one is the Western Front 1918 map created for Flying Circus Vol. 2. At this time the flyable zone corresponds to the Rise of Flight map while the buildings and objects are placed in the two most important zones as it was planned for FC Vol.2: Amiens - Lille - Saint Quentin (North-West) and Thionville - Saint Dizier - Nancy (South-East). Both WWI maps, Arras and the new Western Front one are available to owners of either Flying Circus Vol.1 and Vol.2 as we have promised during the project announcement. We hope to continue WWI development in the future and complete the scene along the frontline. For now, the map is WIP even for FC Vol.2 and the development of Career and Advanced Quick Mission modes for it are ongoing. The Quick Mission mode for it is already available, while Yugra-Media continues improving the map itself.







The third new arrival is StuG III Ausf.G - we have talked about this steel German beast in Dev Blog #333. The modeled assault gun was created by MIAG factory using the Pz.Kpfw.III Ausf.M chassis produced by MAN factory. This combat vehicle is the popular Ausführung G version. The most mass produced modification, numbered around 7800 units. They were armed with the 75mm StuK 40 L/48 gun with artillery periscope and equipped with Schurzen side armor sheets, smoke grenade launchers and an infantry MG34 stowed in the fighting compartment which was operated by an unlucky loader who had to expose himself to fire it.







The completion of StuG III allows us to present new Tank Crew editions: Premium and Deluxe. Tank Crew Premium Edition offers the complete Tank Crew - Clash at Prokhorovka experience by adding 4 Collector Vehicles to the already impressive list of 10 legendary combat vehicles. A detailed Prokhorovka map and two campaigns of the original Tank Crew. This Premium Edition is available on our website. The Deluxe Edition is available on Steam and includes Battle of Stalingrad in addition to all this. Either edition offers huge savings compared to purchasing its contents independently.


Of course, this is not all. For instance, Steel Birds campaign has been updated to accommodate the new tactical numbers system and is now available on Steam. There are dozens of other additions and fixes and the work on improving Great Battles continues. The full changelist follows:

Main Features
1. The "Western Front, Spring 1918" map is available in Early Access to all customers who pre-ordered Flying Circus Vol. 2 and to all owners of Flying Circus Vol. 1 as we promised at the time of the announcement. Quick Mission mode works already, the work on finalizing the map and implementing the Pilot's Career and Advanced Quick Mission modes for it continues;
2. The C-47 "Skytrain" transport plane is now available to all who have pre-ordered it. In addition to QMB and AQMG modes, this aircraft can be selected in Normandy and Rhineland Career mode timeframes;
3. The German StuG III Ausf.G assault gun is now available to all who have pre-ordered it;
4. AI-controlled tank Pz.Kpfw. V Ausf.G Panther added;
5. AI-controlled Morris C9B self-propelled anti-aircraft gun with Bofors 40/L60 cannon added;
6. AI-controlled Universal Carrier Mk.II added;
7. The variety and historical consistency of aircraft and tank tactical numbers in Quick Mission, Advanced Quick Mission, and Pilot's Career modes increased;
8. Added the ability to remove external fuel tanks on player-controllable T-34 and SU-122;
9. Smoke grenade launcher functionality added on player-controllable Pz.Kpfw.III Ausf.M, Pz.Kpfw.V Ausf.D, and Pz.Kpfw.VI Ausf.H1;
10. Improved structure damage modeling of WWI airframes under load (their G-limit drop from rifle caliber bullet hits is not as drastic as before).


Other Changes
11. The target distribution in AI aircraft groups has been adjusted. Priority targets like anti-aircraft guns are engaged by one to four planes in the group depending on the leader's AI level, other wingmen will choose other targets;
12. Steel Birds historical campaign has been updated. All flights are assigned tactical numbers according to the time period and specific unit, many other fixes and improvements were made;.
13. The animation of guns in turrets when switching positions has been corrected.
14. Turrets return to default positions when the crew leaves the plane.
15. The cocking animation when reloading the magazine has been restored.
16. Dynamic damage hit marks correctly appear on auxiliary armor panels on Fw 190 A-8, Fw 190 A-6, B-26B55 and others.
17. IL-2 mod. 1943: formation lights won't visually double at a distance.
18. USS Gleaves: torpedo launcher effects are aligned with its position.
19. USS Gleaves: torpedoes in the water are visible at a distance correctly.
20. Custom paint schemes won't have tactical numbers automatically assigned.
21. Normandy videos now have subtitles in Russian, Chinese, German, Spanish and French.;
22. Career ground attack aircraft escort missions won't be randomly generated in a corner of the map.
23. AI-controlled Ordnance QF 17-pounder gun now aims correctly.
24. Churchill IV gunfire sound replaced by a more suitable one.
25. PzKpfw IV Ausf.H is correctly visible at a distance.
26. PzKpfw IV Ausf.H model updated in many ways.
27. The PTK commander's panorama on SU-152 works correctly again.
28. Churchill speed indicators corrected.
29. Ferdinand gunner station now has a mirror for the bubble level indicator.
30. Ferdinand station notes (in-game help) updated.
31. Previews for T-34 mod. 1943 skins restored.
32. Fixed an error in submarines' torpedo launching algorithm, which sometimes caused the torpedoes to explode prematurely.
33. Radiator leakage effect excessive brightness has been reduced.
34. AI pilots won't sometimes taxi after landing in the wrong order.
35. AI pilots whose aircraft are unable to land will now be put at the end of the landing queue.
36. Tank fuel tanks can catch fire even if the engine is knocked out (previously this was blocked to prevent effects doubling).
37. In a case of MG misfire in a player controlled tank the cocking sound can be heard.
38. The disappearance of techno chat messages in Dogfight that could occur in a next flight after bailing out has been fixed.
39. Parachutes appear in multiplayer correctly when there is a wind.
40. The death animation of the A-20 top gunner has been corrected.
41. Yak-9 and Yak-9T: corrected the appearance of extended landing gear warning lights.
42. The rear landing gear of Flying Circus airplanes leaves a correct sized trail on the ground.
43. GUI: the operation of the armament panel in the HUD when there are multiple switchable positions has been corrected.
44. GUI: fixed HUD elements "blinking" at commander's seat.
45. Airco DH4 wreckage appearance has been corrected.
46. Damaged Gotha G.V. airplanes look correct at a distance;
47. Mission Editor: Entente and Central Powers units are displayed in blue and red respectively.
48. Mission Editor: Entente and Central Powers countries are correctly displayed in the Order/Opposition lists in the object properties of the Location type.
49. Mission Editor: the Move Camera to Object command for objects in the mission tree now has a keyboard shortcut Shift+RClick. The right mouse button click with Shift on an object in the mission tree will move the camera to this object.
50. Mission Editor: the Set on Ground command now works recursively for objects in groups and for groups within other groups.
51. U-2VS: a missing rocket on the left wing was added to ammo variants #20 and #29.
52. Tactical number colors were corrected in scenario campaigns.
53. Bomb and rocket aiming helpers won't jitter when enabled.

Enjoy!

The Sturmovik Team


Nov 18, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,


Very soon - next week - we'll publish the next update that is planned to bring (provided no critical problems are found during the beta testing) the long-awaited StuG III and C-47A, AND the WIP Western Front Spring 1918 map (!). We have told about the legendary Skytrain in one of our previous Dev Blogs, so today's star is StuG.III Ausf.G.




There were many StuG.III self-propelled guns produced during the war, more than 9000 units spanning around 10 modifications. The Ausführung G that is recreated by our very talented partners at Digital Forms was the later one, having the heaviest gun and armor of all of them. The vehicle represented was built on the Pz.Kpfw.III Ausf.M base, so it has nearly the same chassis, engine and transmission. The fighting compartment, however, was completely rebuilt: replacing the turret with the welded armored superstructure granted it enough internal volume to accomodate the bigger 75 mm StuK 40/L48 gun. Its barrel and ballistics are similar to KwK.40 L/48 installed on Pz.Kpfw.IV Ausf.G and later ones. This gun used the same ammo as 7,5 cm Pak. 40 AT gun.






Unlike the tank gun equipped with a telescopic gunsight designed for direct fire, the StuG.III gun had Sfl. ZF 1a artillery periscope marked for thre ammo types - APHE, sub-caliber AP and HE. Late StuG III modifications were equipped by infantry MG34 machinegun with box magazines stored in the fighting compartment. To fire it, the loader had to get out of his hatch, raise the armored shield and set the machinegun up in one of the two positions - for firing at air or ground targets. Schurzen armor plates for protection against AT rifles and shaped charges could be also installed.






Six one-shot smoke mortars could be also installed. Sure enoungh, not only we modeled them in the game, but we couldn't resist and upgraded the two previously released Tank Crew tanks with this weapon - Pz.Kpfw.III Ausf.M and Pz.Kpfw.VI Ausf.H1 Tiger.






All in all, StuG.III is a light enough to be maneuverable, but also has a good frontal armor protection and a powerful main weapon. As we mentioned above, it will be available to its owners very soon.




Nov 10, 2022
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,

Recently we had a broadcast on YouTube about this project:

The text below roughly follows its highlights. We'll be able to show you the stuff in development in the next Dev Blogs, while today we will give you an overview of the current work directions.



First and foremost, we're committed to the new project tech that is already in development. At the moment our graphics engine gives us more than competitive visuals and performance. And the progress doesn't stop. By the time it is released, the player's hardware, competitors' tech and game industry standards will be more advanced and we have to keep our place in the vanguard of the industry and the genre. By concentrating on the really important advancements and not spreading the resources thin on hyped things that will be soon forgotten. This is not an easy task but we were able to handle it so far and are positive we'll keep it this way. The direction of the graphics engine improvement we have chosen is massive and fundamental, requiring some new approaches to the content creation routines - therefore they affect not only our programmers but all our artists as well. As a result we'll have a new level of objects and environment quality.

Second, we plan significant changes in the graphical user interface - both its engine and design will be updated. We want to achieve the new level of visual quality by having an interface that will help the player's immersion from the first screen and in all the various game modes. While the new interface design is still being discussed, its engine is already set. The new API allows many graphical possibilities and, which is very important, performance optimizations. All in all, we expect a significant leap forward in this area.

Third, we plan to make significant improvements to the physical models. There will be a revision of the many subtle aerodynamics aspects that accumulated through the years. Our physical models are already very accurate and are among the best in the genre. But there are always things that can be improved. As you know, recently we have tuned the damage modeling and achieved very good results. However, the experience of years of work and optimizations in various parts of the project allow us to make a next step in increasing the detail and variety of the aircraft damage modeling.

Fourth, we have already started the creation of the technical design documents for the new aircraft and one of these aircraft is already in development. The work on new pilots models is already underway. The pre-production of the new map has started - our designers are doing various research on the new area. This work is very extensive and complex because the chosen theatre of war is very interesting and visually appealing. But the reference documents and materials are not easy to come by. In fact, as it was before in our team experience, it looks like we'll not only create a new memorable realistic combat sim, but make a contribution to the history as a science by uncovering new data. At the very least we'll do our part in refreshing the public memory of these events.

Fifth, we're finishing the previous projects. The work on the Western Front 1918 map is nearing its end and we'll release it into Early Access as soon as possible along with Quick Mission mode. The work on the Career mode for Flying Circus is also progressing, the map locations are being prepared for this mode and the creation of new missions will start soon. Player controllable C-47 is almost finished and we hope to start its beta-testing soon. Sopwith Snipe progress is way beyond half of the planned work. Spitfire Mk.XIVe FM is in the works (we have shown you its screenshots in our Dev Blog recently) and our engineers will start the work on the Siemens Schuckert FM in the coming weeks. The IAR-80 visual model has made good progress. In fact, we plan to dedicate the next DD to this aircraft. StuG III will be finished soon - its physical model is ready and the artists are texturing its interior and exterior. In addition, we plan to create several more Collector Planes, which will be the modifications of the various aircraft that exist in the sim. Also we're finishing several Battle of Normandy objects - Bofors AAA on Morris 9C chassis, M8 Greyhound, Sd.Kfz.234 Puma armored car, Universal Carrier and Flight Direction Tender ship.

All in all, after the Normandy release our team did not slow down - on the contrary, we're accelerating on our way to the new, massive goal. This is backed up by the fact that we're significantly expanding - the plan is to increase the team from 36 to 50 people, reinforcing key departments and creating new ones. In spite of the world, industry and our project events the team keeps the spirit and its commitment to results - and the company management is also focused on results so we start our ship acceleration together. The very interesting, unique and compelling goal lies ahead and we're motivated to achieve it. We hope that when we announce it, this goal will inspire you, the community, not less than us, the development team - and perhaps even more.



To add something visual to today's DD, here are the shots of our Fw 190 D-9 model recently added to Artstation - check them out.
Nov 3, 2022
IL-2 Sturmovik: Battle of Stalingrad - Sneaksie(RUS)
Dear Friends,

Today we'll tell you about the development progress on two other Collector Planes. The first one of them is the C-47A Skytrain. C-47A was a military modification of the civil passenger aircraft DC-3 that had the reinforced floor and large door on the left side for cargo and different radio equipment. The cargo/passenger cabin windows had gun ports for small arms firing. The Skytrain name was used in the US, British called it Dakota, while in USSR it was known as Douglas. Li-2 planes (a licensed modification of DC-3 with Soviet ASh-62 engines, Soviet cockpit instruments and armament) were also called 'Douglas'.



The DC-3/C-47 family was the most popular transport aircraft of the war. The model we have in the sim can accommodate a general cargo, air-droppable cargo containers in the cabin, the same containers attached under the fuselage and paratroopers. Having the takeoff weight of up to 14 tons, the aircraft could carry up to 2,5 tons of cargo (more than 3 tons if overweight). The main disadvantage was its low speed, which adversely affected its usage in airborne operations. However, it was very easy to pilot and had good performance characteristics, which made it a real workhorse of the war. The long-awaited feature - make it player controllable - should be ready soon. Our engineers and artists from Yugra-Media are working to make it available to you as soon as possible.

The second plane we'd like to tell you about today is the late WWI fighter with rotative engine, the epitome of the British aircraft design school - Sopwith Snipe single seater. This aircraft is being developed from scratch since we did not make it for Rise of Flight previously. This very maneuverable, fast enough aircraft that was armed with two synchronized Vickers machine guns could confront the best German aircraft of that time. The new 9-cylinder 230 HP rotative engine Bentley BR2 had 100 HP more than the Clerget 9B engine installed on the very successful Sopwith Camel - a huge increase. The upper wing was shifted lower to give the pilot a better view forward and up. The work on the 3D model of this bird by Yugra-media artists is nearly finished and the work of our engineers is underway - we hope to release it for customers this year, which means really soon in fact.



Speaking of WWI we should mention that the Flying Circus Vol.II map had good progress. We should be able to start the beta-testing of this Spring 1918 map in the near future and it will be released soon after that. In Early Access the players will be able to use the new map in QMB and create single and multiplayer missions. After that we'll have to complete the work on the Flying Circus Career mode and update the map according to the customer feedback. We count on Yugra-media designers to use the new approaches that were adopted by our map designers during the work on the Normandy map to achieve the next level of the visual quality and fidelity compared to the old Rise of Flight map. And last but not the least - according to the player feedback we have revised the WWI airplanes damage from rifle caliber ammo - the evolution and the improvement of all the parts of IL-2 continues.

IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
DD 330

Dear Friends,

The work continues. At the moment we're working on the schedule of the new project, new techs, compiling design documents for the new aircraft and other objects - and along with all that we're developing the six Collector Planes, some of which will be released before the end of this year and some in the beginning of the next one. One of them is the British fighter Supermarine Spitfire Mk.XIVe "Bubbletop". Unlike the Spitfire Mk.XIV already existing in the sim, this one has a bubble canopy without the dorsal fuselage spine.




Many WWII fighters had such modification - the goal was the improved backward field of view. However, the dorsal spine wasn't there for nothing - it provided better aerodynamics via better airflow behind the canopy, reducing total drag of the aircraft. Nearly all pre-war aircraft designs had it because of a bit higher speed, but the actual war, as it usually does in human history, set the priorities differently.

In the beginning of the war two Axis design bureaus tried a different canopy and rear fuselage design: there were Focke-Wulf Fw 190 designed by Kurt Tank and Mitsubishi A6M Zero designed by Jiro Horikoshi. They weren't the first fighters with bubble canopies and without a dorsal spine behind, but they were the fighters that were quite numerous and affected the air battles on either side of the Earth. The bubble canopy without the dorsal spine affected the aerodynamics negatively, but it gave the pilots much better view backwards - this was noted not only by them, but by their adversaries as well, since an air engagement was usually initiated by a sudden attack from a blind zone.

Soviet engineers created bubble canopy modifications of the existing aircraft in the end of 1942 and in 1943 these models were produced on a massive scale. Their Western colleagues adopted it later and bubble canopy modifications began to emerge in 1944. Bubbletop Spitfire Mk.XIV appeared a year after the initial design, in April 1945.




In Great Battles, Spitfire Mk.XIVe "bubbletop" will have two wing variations - with long (fighter) and short (photo recon) wingtips. As we always do, there will be other modifications included. Spitfire Mk.XIVe bubbletop will be released in the beginning of the next Spring, which is a bit symbolic, since, as we mentioned above, the real fighter appeared on the front during Spring 1945.

Enjoy!

The Sturmovik Team
Oct 11, 2022
IL-2 Sturmovik: Battle of Stalingrad - Sneaksie(RUS)
Dear Friends,

The huge update 5.002 was just released - it contains both new content and a lot of improvements for all released modules at once.

The heavy British infantry tank Churchill IV is released - it is already available in the game for everyone who has purchased it. The tank represents a Lend-Lease program vehicle on the Eastern Front. There is a thorough description of it in the Dev Blog #328 - we recommend you to take a look since there are many interesting features.



The update contains really important improvements for ALL aircraft of our projects — now you can customize their tactical numbers. The style of tactical numbers for each aircraft corresponds to the average historical practice: in reality, the numbers were applied with huge differences even on the same model of aircraft, however, the style we have chosen reconstructs historical prototypes well. Unique "fonts" have been created for each country, and the user can choose not only a symbol, but also its color. The available selection depends on the aircraft model according to historical data. In addition to being customizable by the player, in the Quick Mission, Advanced Quick Mission, and Pilot's Career modes the AI-controlled aircraft also have correct tactical numbers.



In addition, the technology of dynamic visual damage (DVD) is now applied to ALL aircraft in our project. Essentially it makes the impact marks appear exactly where they should, not just in a general area like part of the wing. You are already familiar with it - earlier it was working on tanks, Flying Circus Vol.2 aircraft and some Battle of Normandy aircraft. Now the new system is used everywhere. It should be noted that since the position of these dynamic marks must be transmitted in a network game, an optimization was in order to avoid a decrease in the performance of the network module: in a multiplayer game, only hit marks from bigger rounds are displayed, bullet hits aren’t due to their number. In single player mode hit marks from all calibers are present.

In the version 5.002 ALL aircraft also received a completely new visualization of the rotating propeller. Its appearance is now based on the physical principles and the image is matched to how it looks on video recordings, taking in account interference and strobe effects. The 3/4 view of the propeller corresponds to the direction of its rotation, forming a "crescent" pattern according to how the blades are facing the observer at each place of the propeller disk. The side view at the propeller depends on the propeller pitch. When viewed from the front, there is an effect of scratches flickering in the sun. In addition, the blurred propeller texture changes according to the paint scheme.



A long-standing problem related to the excessive visibility of aircraft navigation and formation lights was also resolved. On all aircraft, the visibility of such lights is reduced to a common denominator and in accordance with historical data.

There are well over 60 improvements and fixes waiting for you in this update. For instance, three new cargo ships were added for the Battle of Normandy. The full list of changes can be found below.



Take a look at the last item on the list - the story of how it made it into the update is very interesting. After the release of Normandy, a gentleman who saw our trailer on YouTube recognized his father’s Typhoon by its tactical number (!), and wrote about it in the comments. He offered to provide more information and send photos. Of course, we updated the information (it is in the description of the paint scheme ‘Collins’), and we have found an excellent use for one photo. As you know, in our sim you can place a photo in the cockpit of aircraft and tanks - by default it is a woman corresponding to the era and country, but the player can replace it with an image of their own loved ones or even put some notes there. Now the Typhoon by default will have the real photo of the wife and child of the 245th squadron leader Jack Collins, who has been killed in action over Normandy - exactly the photo that he would have placed himself in the cockpit of his aircraft in 1944.

This is a kind of a digital monument, a tribute to the memory of the pilot and his family. We want to extend this practice to other aircraft and tanks in our simulator - if you happen to know relatives of a pilot or tank crew member who fought in one of them, and they still have wartime photographs showing his family, please tell them to contact us at pr@1cgs.net.

5.002
Main Features
  1. Player-controllable detailed tank Churchill IV is now available to its customers;
  2. All Great Battles aircraft have new rotating propellers visualization tech;
  3. All Great Battles aircraft now use user-defined tactical numbers. The tactical number format for each aircraft reasonably corresponds to historical prototypes and varies by country. The font of numbers for each country is different and was chosen as the most commonly used from a historical and technical point of view. Additional paint schemes that are compatible with customizable tactical numbers are added;
  4. All Great Battles aircraft have the new tech of navigation and formation lights visualization, their visibility range became more realistic;
  5. All Great Battles aircraft use the DVD (dynamic visual damage) technology that was previously applied for tanks - the impact marks from bullets and shells are placed in the impact location (not just in a general area like part of the wing). The size and appearance of the marks is consistent with the type and caliber of the projectile, as well as the material of the skin at the point of impact;
  6. Bayfield-class assault transport ship added;
  7. Liberty cargo ship added;
  8. 12,000 ton cargo ship Design 1013 added;
    Normandy Map Improvements
  9. River borders in some French port cities corrected;
  10. Rivers near railway bridges and landmarks corrected;
  11. Churches in some areas were replaced with more historically suitable models;
  12. Coastal cliffs positions corrected;
  13. Many railway bridges were replaced with ones more suitable for specific locations;
  14. Mulberry A and Mulberry B port plans corrected;
  15. Windmills, water towers and production workshops positions corrected throughout the map;
  16. Some leftover trees removed from airfields;
  17. Several French port layouts corrected according to the new historical data;
  18. Fixed a problem with fortification objects partially hanging in the air;
  19. Fixed a problem with houses, barracks and production shops partially hanging in the air;
  20. Road network refined on the entire map;
  21. Manston airfield texturing adjusted;
    Miscellaneous Changes
  22. A-20 cockpit canopy reflections adjusted when viewed from the outside;
  23. Bf 109 spinners won’t visibly “turn 180°” when viewed from a distance;
  24. Red underwing smoke generator works correctly on SPAD XIII;
  25. Colliding with certain houses won’t cause tanks and other ground vehicles to be pushed in the air;
  26. Player controllable detailed tanks won’t stuck on the ruins of some houses;
  27. Rotating a ground object view camera won’t cause it to freeze or jump to the coordinate root in certain situations;
  28. MLRS won’t sometimes ‘creep forward’ when firing;
  29. Fixed an issue with the wingmen progressively falling behind in altitude when flying in a formation when the leader is climbing;
  30. The V-1 cruise missile autopilot ability to recover from a push has been reduced, making it easier to knock off course;
  31. V-1 engine flame effect looks correct from a distance;
  32. IL-2 airframe sturdiness has been corrected (now its tail is more resistant to damage);
  33. In Quick Missions where you control an AA gun the skins of target aircraft are set in accordance with the side, season and theater;
  34. Career: fixed an issue where the flight leader could taxi back to the last taxiing point on the runway before starting the takeoff;
  35. Career: fixed an issue that caused an empty bridgehead cover mission generation when choosing to start in the air;
  36. Normandy Career and AQM: a car on the runway and a parked plane near the control tower on the Thorney Island airfield were removed;
  37. Normandy Career and AQM: signal fires were removed from the airfield A1 Saint-Pierre-du-Mont taxiways;
  38. Normandy Career and AQM: static aircraft were removed from the edge of the runway on the Plumelot airfield;
  39. Normandy Career: now your character can be captured when landing or bailing out over enemy territory;
  40. Mission Editor: fixed an issue where changing the model of a detailed building in a mission could make it indestructible and generate script errors;
  41. Mission Editor: fixed the assignment of an object script for detailed buildings after changing the building model via the Properties > Model dialog;
  42. Mission Editor: Properties > Model dialog for Artillery, Buildings, Blocks, Blocks Detail and Firing Point object types now contains only the objects of the corresponding type;
  43. Mission Editor: the ability to link the objects in different groups has been restored due to a popular demand;
  44. Mission Editor: logical objects were removed from the Normandy map templates (this caused a large number of error messages during mission integrity checks, but did not affect the game functioning in any way);
  45. Mission Editor: the “/” symbol in the path to the object skin will be read correctly;
  46. Historically correct single-barreled 40-mm Bofors guns and the rangefinder post are added to the LST landing ships;
  47. Now the amount of time an AI aircraft can spend in a negative G maneuver is limited;
  48. Camouflage colors of the Pz.Kpfw.IV Ausf.G tank and the Flakpanzer IV Mobelwagen self-propelled anti-aircraft gun were fixed;
  49. A disabled detailed tank won’t incorrectly remain a group leader (previously damage to the vehicle could be incorrectly taken into account);
  50. AI wingmen execute commands "Attack air targets", "Attack ground targets" and "Attack air and ground targets" better;
  51. AI pilots engage brakes on the runway when waiting for the takeoff;
  52. Ar 234B2 drag parachutes and the SB 1000/410 bomb look correctly from a distance;
  53. Improved display of translucency of camouflage nets at a distance;
  54. Fixed graphical bugs in wagon models, due to which some of their parts began to “glow” in the dark in distant views;
  55. Fixed a graphical bug in the airfield barracks model (arf_eu_barrackblack) that caused a destroyed building to look like an intact one at a medium middle distance;
  56. Fixed display of balloon cables in multiplayer;
  57. Fixed an issue with the visual disappearance of the ammo belt and a false message about reloading when correcting a misfire in a bow (forward firing) machine gun on German tanks;
  58. The M2 commander's machine gun on the M4A2 tank can overheat and misfire;
  59. In multiplayer Dogfight mode a mismatch of tactical codes has been fixed;
  60. Fixed a game crash that could occur when a detailed SPG is following Attack Area - Attack Ground order;
  61. P-51B-5 some parts of the landing gear won’t "glow";
  62. The size of HE shell DVD hit marks on thin metal and non-metal was increased by 3 times;
  63. The M8 Greyhound and Morris C9B combat vehicles have been temporarily removed for revision;
  64. Fixed a game crash for a guest commander when the owner of the tank exited the mission and there was an active order to move or attack;
  65. Fixed switching to the visor view when the tank is below a certain height above sea level;
  66. Last but not the least: the default photo in the Typhoon cockpit has been replaced with a real photo provided by the family of the 245th squadron leader, Jack Collins, who was killed in action over Normandy.
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