Battle of Moscow

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mo 15 Feb 2016, 12:05

http://forum.il2sturmovik.com/topic/168 ... ote][b]122[/b]\nHello!\n \nToday we're assembling Ju 88 A-4 cockpit consisting of 4 crew stations. Required animations are being made right now. We plan to have working quick mission mode for Moscow map by the end of this month and start campaign beta-testing in early March.\n \nThere is a plenty of work going on Battle of Moscow, but we aren't forgetting about optimizing the sim as the whole. Some old multiplayer bugs are very hard to reproduce on purpose, for example, a bug with bombs or turrets appearing in a wrong place takes up to 100-150 re-spawns to reproduce it. So we need to choose another approach to find its cause - add special logging to the public version of the game and analyse the submitted results. Next week we plan to release 1.107b hotfix that will include many changes and this additional logging to find the cause of this elusive bug.\n \n1.107b version changes:\n \nGlobal:\n \n1. We'll add crash dump files saving. There will be a special forum thread for submitting such a file if you encounter a game crash, helping us to find and fix it;\n2. Workaround for 'invisible planes' bug added (it doesn't fix the cause of their appearance since it is still unknown but eliminates its consequence);\n3. Logging for 'invisible planes' bug added (we'll create a special forum thread about it to collect logs submitted by players);\n4. Performance in the first Soviet scenario mission (first, summer, chapter of Stalingrad campaign) improved;\n5. Crash that could happen while playing back large recorded tracks has been fixed. Unfortunately, tracks recorded in previous versions of the game won't work, so please consider video capturing your favorite ones if you'd like to keep them;\n6. Compatibility with third party overlay software improved (for example, Steam and Teamspeak overlays);\n \nFeatures:\n \n7. It will be possible to tell which side controls an airfield before choosing your own allegiance in multiplayer;\n8. Multiplayer mission author will be able to specify a range of allowed unlocks, not just individual ones;\n9. IL-2 sight can be moved back and forth using Lalt-F command;\n10. Light reflection and relief detail improved on thin metal parts of IL-2 model 1941, IL-2 model 1942, I-16 type 24, MiG-3 series 24, Pe-2 series 35, Pe-2 series 87, LaGG-3 series 29, La-5 series 8, P-40E-1, Ju 87 D-3, Bf 110 E-2 and MC.202 series VIII;\n11. MC.202 cockpit canopy textures improved;\n \nPhysics changes:\n \n12. Fineness ratios of all planes were re-checked with their flaps extended. Fineness ratio was decreased for LaGG-3 series 29, La-5 series 8, Yak-1 series 69, IL-2 (both) and P-40E-1. Other planes fineness ratios were found to be correct;\n13. Twin turret machine guns are now reloaded one after another (not simultaneously);\n14. Bf 109 F-2 radiator functioning in manual mode was corrected: it opens fully, but slower. There are contradicting sources available - text one and hydraulic schematic. Text one says "die kuhlerklappen durh den luftdruck geoffnet" which means that radiator was opened by approach flow. However early Bf 109 F-2 hydraulic schematic shows that radiator was manually opened by fixing the valve in 'open' position. After discussion we decided to follow the schematic;\n15. MiG-3 cooling system has been corrected: now it requires opening its radiator to degrees similar to other Soviet aircraft, but at higher altitudes (since its power output maxes out at higher altitudes);\n16. MiG-3 elevator trimmer won't work if the right side of the elevator is lost (where trim tab is located);\n \nOther changes and fixes:\n \n17. Selected modifications won't reset after re-entering the modifications screen;\n18. Spotters correctly spot enemy aircraft closer than specified distance (with the exception of ground vehicles that can't be detected closer than 3 km);\n19. Track playback progress bar corrected;\n20. Wingmen correctly drop bombs after leader (player) while carrying out 'do like me' order;\n21. AI gunners will fire at any planes, not only fighters;\n22. Various graphical bugs caused by crossroads fixed (missing triangles, missing crossroads or road parts, etc.);\n23. Airfields and taxi ways pavement corrected for autumn Lapino map;\n24. Roads will look correctly in overcast light conditions;\n25. La-5 canopy texture mapping fixed as requested by skin authors (it is no longer symmetric);\n26. Mission editor won't crash after repeated loading of missions containing many objects.\n \nA bit more info about Battle of Moscow. Today we can show you preliminary (there are no trees in the city yet) screenshots of Moscow as you'll be able to see it in the game from the border of flyable area.[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Sa 27 Feb 2016, 07:50

http://forum.il2sturmovik.com/topic/168 ... 3\n\nHello everyone!\n \nWith Battle of Moscow project being close to its finish, we have some time to spare on the tasks that were postponed for a long time. In the developer diary #120 we told you about our plans to improve physics and aircraft systems, bomb sights are also being worked on. In the recent update 1.107b we added the more flexible modifications filter system requested by many multiplayer server owners and the additional logging to assist us in the search of hard to find issues like invisible planes in multiplayer and crashes that happen sometimes.\n \nAmong other things for the next update 1.108 we're preparing aircraft information that will be accessible for each plane in player profile and in full screen map mode during a flight.\n \nCollecting the data required for it wasn't that simple since many of the reference values are 'soft data', many depend on an aircraft mass and configuration which are different in different tests performed back then, so it was needed to do ingame tests to measure them. These characteristics aren't specified in the game code: they are the integral result of a really complex physics simulation system. When our engineers build a plane, they set and tune aerodynamic elements and engine parts, aiming to meet the reference data available (such as maximum speeds, climb rates, lift-drag and trim curves, takeoff and landing run lengths when available, etc.). Moreover, the reference data analysis is always a research task, so there could be different cases. In some cases there is not enough reference data available and thorough engineer analysis is required to make an educated guess while keeping other values close to the reference data. In other cases, there could be several contradicting sources and we need to determine which one is more credible.\n \nCharacteristics presented below were measured in the game, which took almost two weeks of hard work. In the end we've got informative and standardized data for all planes in the game we'd like to present you below:\n \nAirplanes of "Battle of Moscow":[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Sa 12 Mär 2016, 06:29

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 17 Mär 2016, 11:25

http://forum.il2sturmovik.com/topic/168 ... quote]Last week was very intensive for our team and important for the project - many important events happened and will happen. Let's go through them step by step.\n \nFirst, our mapping department almost finished the both Moscow maps, autumn and winter one. This is an important step because it's more complex than previous maps and it introduces a number of new things. A new surface texturing method has been used, new town structure and some other new methods. Navigational map was also improved - it was made more convenient to use while retaining the same style as Stalingrad map.\n \nChanges:\n- Map sectors are designated using a bigger font and their order has been changed. Previously they were numbered one after another and it turned out to be less useful than we thought, so now we're using the approach from real war maps of the time - a checkerboard pattern where first two digits set a column and last two digits set a row. Sector borders color is also the same as on real historical maps.\n- Airfield schemes are drawn right on the naviagational map. It was common to have such schemes on real maps. This way you will be able to plan your landing approach to an unfamiliar airfield with ease, it should also help while taxiing.\n \nSecond, Ju 88 A-4 bomber is ready for beta testing. Crew models and animations are integrated into the plane, its flight model and AI are tuned, the errors that were found at this point are fixed.\n \nThird, QMB mode is already working on Moscow map and Battle of Moscow campaign is ready for beta test. The campaign doesn't include videos and scenario missions yet (they are WIP), but the basic campaign structure is there and ready for beta testing that will start before this weekend.\n \nFourth, thanks to the dump files you kindly sent to us, we were able to fix several bugs that could crash the game. All these fixes will be released in the next update.\n \nFifth, we made significant progress in moving to 64-bit executable. We can't guarantee that it will be available soon, but it is looking good. This should greatly increase the sim stability and open the way for increasing texture detail and supporting of VR devices in the future, such as Oculus Rift and HTC Vive.\n \nToday we'll show you some recent Moscow map screenshots which are representing almost final result.[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 24 Mär 2016, 11:25

http://forum.il2sturmovik.com/topic/168 ... uote]Hello everyone!\n \nToday we'll tell you how the biggest landmark of the new map has been created - the city of Moscow itself.\n \nWhen we started to plan the work on the map, the question 'what to do with the city?' immediately came to mind. Creation of a big metropolis with many unique objects, complex network of streets, huge factory buildings and world-known landmarks - this is a task we needed to finish in just a year and no one achieved it in a combat flight sim in such time with limited resources available before.\n \nWe had three ways to choose from:\n \n1. Create a city from standard buildings without keeping the layout authentic and add 5-10 unique objects in the center. This approach allows to fly above the city and was used in another modern game about WWII, where main streets stop after Garden ring, layout of the city core is incorrect, the ratio betwen Garden and Boulevard rings is several times wrong, Gorky (Tverskaya) street stops at Garden ring and doesn't continue as Leningradsky prospekt, etc.\n \n2. End the map at 20-30 kilometers to the West of the city and don't model it at all. As they say, 'what can't be cured must be endured'.\n \n3. Model the historical layout of the city as close to real one as possible using some kind of scenery set so landmarks and city blocks will be recognizable. This means players shouldn't be able to fly above the city, because scenery objects are designed to be viewed from a distance of 5-15 km, but close up they look very simplified, too simple for a modern game.\n \nWe decided to use the third approach because of several reasons:\n \nFirst, Battle of Moscow without Moscow in any form would be a bit strange.\nSecond, each new map should add something unique to the game world. On Stalingrad map it was the ruined city. We could create a city and make it reachable because it was in ruins already and it covered significantly smaller area - this simplified the task of creating the city blocks and made it implementable in a reasonable amount of time. On the Battle of Moscow map such object is Moscow itself of course.\nThird, it would be the first historically accurate model of WWII timeframe Moscow - it is always interesting to be the first.\nFourth, this approach allowed us to create something valuable for the game and from the historical reconstruction point of view, something that would be approved by the players.\n \nAfter the phase of strategic planning we needed to switch to the tactics level of development. Oddly enough, Soviet data on the city layout at that time is limited, so we used German aerial photos collected by http://warfly.ru/ website. Using these aerial photos, pre-war maps and selected historical photographs we were able to create a specification for the model of the city. We contracted a studio "Ugra-Media" in Khanty-Mansiysk to create it and they completed this task exceptionally well. Later we used this model and aerial photos to texture the city landscape and placed trees and roads.\n \nHere are two images showing Moscow in the sim from 6 km altitude close to the border of reachable zone (this is like you would see the city). On second screenshot we designated the major landmarks:\nMoscow_2orig.jpg Moscow_2.jpg\n \nSince players can fly really close to the city, its western outskirts are actually reachable and there are some interesting objects, so we created a number of unique buldings with good enough quality to be viewed up close. Regular buildings in this area aren't very high, they are of the same type like in nearby towns of Kalinin, Rzhev, Vyazma, Klin and so on, so they can be modelled using the same elements. We'll show you several examples of the detailed unique buildings:\n \nMoscow canal locks #7 and #8. Kalinin railway bridge is built above the lock #8. This is a recognizable location which looks almost the same today, with the addition on buildings nearby:\n01.jpg\n \nChkalov aeroclub near Tushino airfield:\n02.jpg\n \nNorthern River Terminal at Khimki water reservoir:\n03.jpg\n \nWater sports stadium Dynamo at Khimki water reservoir:\n04.jpg\n \nNaturally, the unreachable districts of the city situated close to playable area required more attention than others. These districts are Sokol, Airport, Fili, Voykovsky. There are important infrastructure objects, so they were modeled with middle level of detalization, allowing players to look at them using significant zoom from 1-3 km distance, examples how user can see them are next:\n \nVoykovsky and Sokol districts. Moscow Aviation Institute is in the image center, metro depot Sokol is behind it. You can see the halls of the All-Union Agricultural Exhibition to the far left:\n05.jpg\n \nSokol and Airport districts. Frunze Central Aerodrome (Khodynskoye pole) is in the image center. At the far border of the airfield, next to runway, you can see a large machine shop of the 1st Moscow machinery works "Banner of Labor", where MiG-3 aircraft were produced among other things. Now both the factory and the airfield are gone, but this machine shop is still there. You can see the distant city outline in the background with various famous landmarks visible:\n06.jpg\n \nFili district. Here you can see the airfield of the Aircraft factory #22 where Pe-2 dive bombers where built. This area belongs to Khrunichev State Research and Production Space Center now, but some of these buildings are still standing:\n07.jpg\n \nIn the end I want to say that we think we managed to create something really unique, something that wasn't done before, something that has artistic merit and educational value. Of course, we hope that the result of this work will be interesting to you - you'll be able to assess the results of our work very soon.\n \nYou can discuss the news in this thread[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Do 31 Mär 2016, 18:55

http://forum.il2sturmovik.com/topic/128 ... skau-Karte + Kampagne + Ju 88[/b] (alles Beta) :yea:\n\n
\nUpdate 1.201\n \nDear players!\n \nToday is a big day for IL-2 Sturmovik project - version 1.201 release. It brings several very important additions.\n \nFirst, we launch the open beta of the Battle of Moscow campaign and Moscow maps. This is another step forward in mapping technologies - it contains several innovations and will bring you many interesting features not available before, for example: grass airfields without a dedicated landing strip, historically reconstructed city of Moscow, towns of the Moscow region that also have historically correct layouts and architecture, new 'late Autumn' season, water reservoirs, canals, canal locks, many new railway and road bridges, forestation different to Stalingrad region one and other things.\n \nWe'd like to point out that now, at the open beta stage, the map will still be improved: pine trees will be added to the forests and the overall distribution of various forest types on the map will be more detailed. Of course we'll keep track of your impressions and improve the map where possible to make it as best as possible to the official Battle of Moscow release date. The campaign is also in open beta: it contains regular, generated missions, while scenario, static ones are being finished. Video intros between campaign chapters and chapter map tactical overlays are also WIP at the moment.\n \nSecond, players who pre-purchased Battle of Moscow will also get their hands on German twin engine dive bomber Ju 88 A-4 today. We must admit that it is the most complex aircraft in the entire project, but in the same time it is also a most interesting one in many ways. Rich instruments array, many system and flight model peculiarities, unusual gunner stations - it was an interesting experience to research and recreate and we think it will be interesting to the players to fly it.\n\n \nThird, all 10 Battle of Moscow planes now have 10 official skins per plane that can be unlocked by progressing in the campaign. In addition, all 20 controllable planes in the game and each and every modification for them now have a technical specification you can view in player profile, during a mission briefing and even in the flight.\n \nFourth, the sim now has 64-bit architecture. This increases the engine potential and allows more detailed objects and textures to be created. Moreover, we used the dumps you submitted to fix several bugs that could crash the game. All this development should make the game much more stable in heavy, complex missions.\n \nOne of the crash fixes involved the track recording system, so the tracks format has been updated unfortunately - old track records won't work in the new version.\n \nFinally, the new version 1.201 contains many additional fixes and improvements (as always) which should increase the quality of your play experience and add more realistic features.\n

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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Fr 01 Apr 2016, 11:35

Der erste kleine Testflug ist absolviert...\n
ju88.jpg

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Re: Battle of Moscow

Beitrag von AH-DG » Mi 04 Mai 2016, 02:37

echt widerlich...einfach widerlich, wie sie sich beide die ärsche ab schlecken...Arroganz bis zum selbst platzen! \nund aus den Nemesis Beitrag über Panzerscheibe von ne 190er haben sie ne Lachnummer gemacht...\nder und seinesgleichen sollen s.g. "Internet Experten" sein... pppppfuiiii! sie sollen sich echt schämen! \nHiermit erkläre ich ihnen meinen persönlicher Boykott für den Schrott die sie machen...den BoS,BoM und\nalles was noch kommt! :zimmi: :comp: :stock: :angry: :evil: \nhttps://www.youtube.com/watch?v=VvJabLBD5ag
" Es gibt nur eine Sünde, die gegen die ganze Menschheit mit allen ihren Geschlechtern begangen\nwerden kann, und dies ist die Verfälschung der Geschichte. " (Friedrich Hebbel)

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 18 Mai 2016, 13:37

Update 2.001\n \nDear pilots,\n \nWe're proud to announce that the work on Battle of Moscow project is done and we're ready to show you this version. Customers who pre-purchased Battle of Moscow and don't have Battle of Stalingrad can access the game today (previously only the players who own both theaters of war could play the Battle of Moscow). The campaign is ready, now it includes scenario missions (two per chapter) and video cutscenes. Many improvements for the campaign are already in and more will follow, we'll continue to improve it. This version also contains many flight model, plane systems and other sim modules improvements. We hope that this version will be a milestone and will bring you many new and interesting features to try.\n \nUser interface changes:\n \n1. Game logos updated;\n2. Piloting tips added (they can be switched off in user interface settings);\n3. Stalingrad navigation map updated to match the new Moscow map features (visible airfield layouts for instance);\n4. Unavailable maps won't be visible in quick missions map list;\n5. New marker color option added: USSR is red;\n6. Subtitles and object markers are now visible in bomb sight (if they are enabled);\n7. Interface correctly shows the remaining amount of ammo if there are several guns of the same caliber, but different rounds per each;\n8. Mini-map correctly updates after closing the full screen map;\n9. Mini-map translucency value updates correctly during night;\n \nCampaign changes:\n \n10. Video cutscenes added to Battle of Moscow campaign;\n11. Scenario missions added to Battle of Moscow campaign;\n12. More combinations of weapon modifications are allowed for MiG-3 and P-40;\n13. Landing approach direction added to campaign missions;\n14. In artillery bombing mission your default altitude is limited to 2.5 km;\n15. In airfield attack missions all aircraft destroyed on the ground count toward the mission goal;\n16. Enemy fighters in ground attack role don't have additional fighter cover;\n17. Enemy bombers and ground attack planes in intercept missions don't have fighter cover during bad weather;\n18. Landing dialog with own airfield happen earlier, giving more time to plan your approach;\n19. Artillery object markers appear earlier in artillery bombing missions;\n20. Enemy bombers fly away at the same altitude after dropping their bombs;\n21. Waypoint won't be generated outside fly area (a random bug);\n22. Forward spotters give target data only for the mission target(s) in intercept missions, not other enemy planes;\n23. Enemy artillery target in bombing missions have a correct GUI attack symbol;\n24. Enemy train is located closer to action waypoint in train attack missions;\n25. Landing lights positions corrected in Moscow campaign;\n26. Evening flights start no later than at least 15 minutes before sunset in Moscow campaign;\n27. Runways cleared of various objects in Moscow campaign;\n \nFlight model, systems, armament and AI changes:\n \n28. Drifting on rough ground is likely to break the landing gear;\n29. Cockpit canopy moves according to physics laws (it can close during dive on IL-2 or La-5 and LaGG-3, it may be impossible to open it at high speeds, etc.);\n30. Engine start procedure updated - control axes remain in correct position after it;\n31. Yak-1 tail wheel rotation limited to +- 90 degrees when unlocked;\n32. AI gunners man the turrets when enemy is close, even if it is outside their field of fire;\n33. Chance of ammo detonation after ammo racks hit increased for all aircraft;\n34. Impact sound can be heard during emergency landing;\n35. Engines with glow plugs stop faster when turned off;\n36. Rudder/pedals reset command added (key D by default);\n37. Turret weapons cooling rate during flight corrected;\n38. Turret gun on Pe-2 no longer 'sticks' at lowest position;\n39. Armor penetration of German 7,92 rounds corrected (slightly reduced at closer distances);\n40. Chance of ricochet of aircraft HE rounds removed;\n41. Inversion trails restored for AI planes;\n42. You won't hear the wheels rolling sound during emergency landing on water or ground anymore;\n43. AI pilots will be more careful not to break their engines;\n44. RPM limiter assist corrected, it reduces RPM if engine can be damaged by a high temperature;\n45. Flaps can be jammed at high speeds on Fw 190;\n46. La-5 engine damage time at high temperature corrected;\n47. Pe-2 brakes effectiveness corrected (reduced), this should make landings easier;\n48. Overheat warning message appearance corrected for all aircraft;49. Pe-2 engine throttle levers won't shake when engine assist is engaged;\n \nOther changes:\n \n50. Sun glare effect added to buildings;\n51. Tank gunners can use signal flares in unbuttoned position;\n52. Maximum time acceleration multiplier increased;\n53. Multiplayer ban duration increased to one week;\n54. Barrage balloons are visible above the Moscow city;\n55. Stone churches added to Moscow map (their locations correspond to Mozhaisk Defence Line HQ maps);\n56. Railway lines and runways are now more visible during winter (Moscow map);\n57. Mission designers now can hide an object so it won't have an icon and F5 camera won't show it. Just give it the name NOICON;\n58. Mission designers can increase the visibility distance of ground object markers by giving them name FARICON;\n59. It is no longer possible to use bombsight while manning a turret (it caused many problems);\n60. Player view won't be shifted after using bomb sight anymore;\n61. It is easier to drag a group of objects in mission editor;\n62. Joystick IDs won't be erased during each game update.\n
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Mi 18 Mai 2016, 14:33

Und die glorreiche Tradition, dass im Ladebildschirm grundsätzlich nur dt. Flugzeuge erfolgreich abgeschossen werden können, geht weiter. :vhap: :vhap: :vhap:

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Di 28 Jun 2016, 10:43

\nDear pilots,\n \nWe continue to improve the sim. Today we release the update to version 2.002, which brings many additions and improvements along with a couple of surprises. First, we added preliminary support for HTC Vive, second - military ranks were introduced to campaign mode. They are separate for each campaign and side and influence the mission difficulty. \n \nMain features:\n \n1. Player ranks added to campaigns. You'll have a separate rank for each side in each campaign you have. Mission difficulty depends on this rank.\n2. Basic support for Steam VR added (HTC Vive). To try it, install Steam VR to install Vive drivers, but close it before running the game, since it accesses the Vive directly. Edit the line or_enable in data\startup.cfg so it reads or_enable = 1 and run the game. If you feel that interface is too close you may also set parameter or_fov_gui = 0.5;\n3. German tank Pz.Kpfw.38(t) added to the game (big thanks to pilot FF*VaSoK*22 for the 3d model he kindly gave us!);\n4. German SPG Marder III Ausf. H added to the game (big thanks to pilot FF*VaSoK*22 for the 3d model he kindly gave us!);\n5. Soviet AT gun 53-К added to the game;\n6. German AT gun 3,7 cm Pak 35/36 added to the game;\n7. Soviet AAA 72-К added to the game;\n8. Soviet AAA 72-К installed on ZiS-5 added to the game;\n9. German AAA 3,7 cm FlaK 36 added to the game;\n \nOther changes:\n \n10. Multiplayer servers running a map inavailable to you will be greyed out in the server list;\n11. You can see an exact mission type in campaign while choosing loadout to be able to fine-tune your aircraft to the task at hand;\n12. Game won't crash anymore while loading an overcast mission on Windows 10;\n13. You should be able to select a ground attack mission in a campaign if you have at least one required plane modification;\n14. Ground attack planes and bombers in campaign mode fly at reduced speed if escorted by slow fighters (for example, I-16);\n15. New subtitle added in campaign mode (escorted planes reached their airfield);\n16. Ground attack missions on Pe-2 start below clouds during overcast weather in campaign mode;\n17. Number of bad weather missions reduced in the 4th chapter of Battle of Moscow campaign;\n18. Ground attack and bombing missions won't happen during strong turbulence;\n19. Escort missions became harder, because enemy fighters may intercept you before or after the target area, not neccessary above it;\n20. During intercept missions you can encounter enemy planes above friendly territory;\n21. Enemy fighters will be less willing to atack the bombers you escort if they are outnumbered;\n22. You may catch the enemy fighters on ground during airfield attack missions instead of encountering them in the air;\n23. Artillery positions in the campaign mode became more varied;\n24. In bombing missions enemy fighters will attempt to intercept you from a more random direction;\n25. AI group logic improved (AI pilots won't switch targets too frequently);\n26. AI logic improved in multiplayer (previously they opened fire later than in singleplayer);\n27. AI pilots of twin engine aircraft learned to taxi from parking more effectively;\n28. Fuel tank rear armor increased by 1,5 mm for both IL-2;\n29. AB-1 armor toughness increased by 33% relative to a standard homogenous armor;\n30. Armor protection on Fw-190 is removed correctly after ditching the canopy;\n31. It is impossible to fire guns when powered off on aircraft equipped with electric triggers;\n32. You don't need to issue manual radiator mode command twice for automatic radiators (radiator assist turns off simultaneously with turning manual radiators mode on);\n33. A lost canopy won't erroneously block the ability to bail out;\n34. Broken instruments in a cockpit show the last value instead of 0;\n35. Instrument light can be damaged;\n36. Mission editor properties window appearance corrected in Windows 10;\n37. Smoke and fuel trails won't 'shimmer' in a turbulent air.\n
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Do 28 Jul 2016, 15:59

Fliegbare Ju-52 irgendjemand?\n\nhttp://forum.il2sturmovik.com/topic/168-developer-diary/page-4#entry373223\n\n
While Summer is at its peak, our team continues the work on improving IL-2 Sturmovik. Battle of Moscow will be released on Steam in a couple of weeks, so we're changing the way the content is represented. Among the other changes there is one we think you'll especially like - in the coming version 2.003 you'll be able to connect to a multiplayer server even if you don't own the map it uses. In addition, you'll be able to pilot the planes from Battle of Moscow in Battle of Stalingrad campaign if you own both theatres and these planes saw action there historically. For example, you can use MiG-3 and I-16 in Stalingrad campaign and a couple of Battle of Stalingrad planes in Battle of Moscow campaign.\n \nGunfire sound effects are overhauled, they became more 'alive' and realistic. We also finish polishing the campaign for now - in later versions we'll be extending it, adding new mission types and scenario missions. Several performance improvements will be included in 2.003 as well.

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Re: Battle of Moscow

Beitrag von I/JG27_Degalus » Do 28 Jul 2016, 16:14

gibts die schon oder kommt die noch. Aber fliegen werde ich sie. Egal wohin ihr wollt. Busfahren ist meine Sache. :lol:

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 29 Jul 2016, 05:01

kewl
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mo 01 Aug 2016, 07:46

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I'll give the usual Russian answer even though I am not Russian.You want smoke simulator or flight simulator? \n\nWe're going to need you guys to get behind these two new planes (especially the Ju-52) and show us we didn't waste our time.  The team is trying to be more flexible so please support such initiatives in a big way. Price has not been determined yet.\n\nThere are a lot of cool things being discussed internally. New theater and more will be revealed in August. I will be in Moscow week of August 8th working on the future with the team.\n\nJason
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