Battle of Moscow

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Di 20 Dez 2016, 05:24

https://forum.il2sturmovik.com/topic/12 ... /?p=421332
Dear Pilots,

today is one of the most important days in our project history. We just released the update containing several key features that open up new possibilities and future pesrpective.

First, this is Bf 109 G-4 release, the release of the first aircraft for Battle of Kuban, meaning that Early Access for Battle of Kuban just started. From now on, Battle of Kuban owners will receive regular updates that will gradually add more BoK content as it gets ready.
Second, the game now uses DirectX 11 renderer. This is an important milestone. It brings mainly performance gains, but it also opens up many possibilities for improving visuals.
Third, Ju-52/3m g4e is released. This aircraft brings many new gameplay features. Three new mission types for the current campaign - paradrop, cargo paradrop and cargo delivery. They can be used in complex multiplayer missions as well.
Fourth, new Scripted Campaign mode has been added and everyone can create and distribute campaigns, We'll tell you about how it's done in coming Dev Diaries.
Fifth, the first official scripted campaign made by Alexander -BlackSix- Timoshokov, "Ten Days of Autumn", has been released. This historical campaign tells about the events of one of the German squadrons during the Battle of Moscow.

Main changes:

1. DX11 renderer added along with significant optimizations of the renderer and the GUI. This should increase FPS count in complex scenes up to 2-3 times;
2. Bf 109 G-4 fighter added, starting Battle of Kuban Early Access program;
3. Ju-52/3m g4e transport aircraft added;
4. New Scripted Campaign game mode added;
5. New "Ten Days of Autumn" scripted campaign added (it requires Battle of Moscow);
6. Flight statistics added to Missions and QMB game modes;
7. Mouse input is now exclusive (mouse cursor won't move outside the game window). This change is optional and can be turned off in startup.cfg, [KEY = input] section, exclusive = 0/1;

Renderer changes:

8. Scratches and dirt on windows made more detailed;
9. 4K textures (4096х4096) are now supported;
10. Tree detail levels now switch depending on Field of View angle;
11. Forest rendering optimized using constant buffers;
12. Buildings rendering optimized using constant buffers;
13. Complex multi-part meshes (aircraft and cockpits) rendering has been optimized;
14. New complex mesh format reduces mesh fragmentation, greatly increasing performance, especially in dogfights;
15. SSAO replaced by TSSAO, reducing its performance load by 2-3 times;
16. Grass rendering has been optimized by using occlusion checks;
17. Reflections on water rendering have been optimized;
18. Light rendering has been optimized by using shader model 5. Point lights (like flares) have shadows now;
19. Light rendering method TiledShading 2.5D has been improved thanks to shader model 5;
20. Landscape memory footprint has been greaty reduced thanks to DirectX 11, allowing for making landscape mesh 4 times more detailed in the future;
21. HDR rendering has been improved on low graphics presets, improving the visual quality;

Physics, AI and systems changes:

22. Frontal weapons damage model made more detailed;
23. Switching to gunner won't automatically engage autopilot while using mouse control (the plane will continue to fly straight);
24. Ju 52 can fly transport missions: cargo delivery to an airfield, cargo containers drop and special squad paradrop;
25. Ju 52 defence turret is now optional;
26. A rare bug when players could take damage long after taking off when an enemy bomb explodes on the airfield has been fixed;
27. MC.202 variometer has been corrected;
28. Fuel leak effect stops when no fuel is left;
29. Slow taxiing issue has been reduced;
30. AI shoud no more get stuck while taxiing;

Missions:

31. Mission format has been changed. Binary mission files .msnbin created earlier should be deleted, you can create new ones by opening your .Mission files and resaving in Mission Editor. If you used Complex Trtigger in your missions, delete .msnbin file first then replace all CheckEntities entries in .mission file by CheckPlanes, then resave your mission in Editor. Old track records can't be played;
32. Clouds preset won't disappear in Mission Editor after altering the cloud height;
33. Landscape lighting bug has fixed in Mission Editor;
34. Complex Trigger parameter Check Entity has been replaced by more logical Check Planes;
35. Complex Trigger can be used to keep track of transport plane unloading, container and paratrooper drops in a given area;
36. Complex Trigger messages OnObjectDroppedBombs, OnObjectFiredFlare, OnObjectEnteredAlive, OnObjectFinishedStationaryAndAlive, OnObjectDamaged have been corrected;

3D models changes:

37. Fw 190 A-3 official paint schemes have been updated and 4 additional official paint schemes were added by community member I./ZG1_Panzerbar (thank you!);
38. Bf 110 E-2 official paint schemes have been updated by community member I./ZG1_Panzerbar (thank you again!);
39. Bf 109 F-2 official paint schemes have been updated and 2 additional official paint schemes were added by community member Gustav (thank you!);
OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Sa 24 Dez 2016, 11:31

Hello Everybody,

This month was very hard for us, but productive. We managed to release the huge update 2.006 on time and to include all the improvements we planned for it. As we expected, such amount of deep changes resulted in several 'teething problems' but thanks to the team’s hard work and community’s help we quickly solved the most important ones. We'll fix the remaining ones in time.

As we announced earlier, today's Developer Diary is dedicated to creating scripted campaigns and how you can do it. A Scripted Campaign is a sequence of missions a player should complete one after another. These missions are usually hand-crafted and not created by a generator. Missions for the campaign are created in the Mission Editor (many of you are already familiar with it) just like regular single or multiplayer missions. A campaign mission doesn't differ from a single mission much - it must contain a special TRA_Objective trigger with player coalition specified and Success property for a Primary Objective. This trigger must be 'pinged' when the player does something you consider as mission success, then the next mission in the sequence will become available to fly. By default, at mission start, this property is not set. By the way, you can set the mission status to failed even after making it successful - you can 'ping' another TRA_Objective trigger with this property set to Failed.

The second difference between a Campaign and Single Missions is that the mission type must be set in its properties so it would be recognized as a Campaign mission. You need to set mission type to Campaign so it won't be displayed in single missions list (which islocated in data\Missions\ folder), but will be visible in a campaign missions list (in data\Campaigns\<CustomCampaignFolder>\ folder).

In addition, the folder of your campaign should contain these files:

1. info.txt - main config file
2. info.locale=***.txt - campaign text description in different languages (*** - eng/rus/ger/spa/fra/pol). If you don't have translation for certain language, don't include the text file for it, simple.
3. campaign.png - campaign cover picture shown in Scripted Campaigns menu (420x420 pixels)
4. **.Mission - mission in text format created by Mission Editor (** - mission number in sequence, for example, 09). These files are optional and you can delete them when you're distributing the campaign.
5. **.msnbin - mission in binary format created by Mission Editor (** - mission number in sequence, for example, 09)
6. **.eng/rus/ger/spa/fra/pol - texts for each mission (mission title, briefing, subtitles, map icon names) in different languages (** - mission number in sequence, for example, 09)
7. **.settings - config files for each mission (** - mission number in sequence, for example, 09)
8. **.png - mission title picture shown on the campaign screen when you select a mission, 940x500 pixels (** - mission number in sequence, for example, 09)
9. **.coalition=*.tactics - (optional) vector image containing tactical overlay for a mission (** - mission number in sequence, for example, 09, * - player coalition, 1 for Allies, 2 for Axis Powers).

Now let's go in detail. The main config file info.txt contains these parameters:

1. &order=* - campain position relative to other ones in the list (paid campaigns will show up first anyway)
2. &free=* - set it to 1 if you distribute a campaign for free and to 0 if it must exist in player account to be available
3. &tows=* - required theatres of war divided by commas (BoS = 1, BoM = 2, BoK = 3). Player aircraft used in the campaign must be included in these ToWs (for example, campaign that is taking place on Stalingrad maps, but where player should pilot MiG-3, should have this parameter set to &tows=1,2)
4. &planes=* - Collector Planes required by the campaign (player should be able to fly these planes) divided by commas (for example, &planes=luascripts/worldobjects/planes/la5s8.txt,luascripts/worldobjects/planes/yak1s127.txt). This is the current list of Collector Planes:
luascripts/worldobjects/planes/la5s8.txt
luascripts/worldobjects/planes/fw190a3.txt
luascripts/worldobjects/planes/p40e1.txt
luascripts/worldobjects/planes/mc202s8.txt
luascripts/worldobjects/planes/yak1s127.txt
luascripts/worldobjects/planes/ju523mg4e.txt
5. &missionsAmount=* - total missions amount in the campaign
6. &showFutureMissionsNames=* - set it to 1 to show names of not yet unlocked missions and to 0 to hide them
7. &showFutureMissionsDescriptions=* set it to 1 to show descriptions of not yet unlocked missions and to 0 to hide them

Config file **.settings allows campaign designer to impose restrictions for each mission:

1. &lockAmmoSchemes=* - set it to 1 to allow only the preset weapons loadout or to 0 to allow player to choose
2. &lockPaintSchemes=* - set it to 1 to allow only the preset skin for a player aircraft or to 0 to allow player to choose
3. &lockFuelAmount=* - set it to 1 to allow only the preset fuel amount for a player aircraft or to 0 allow player to choose

It is also possible to create a map overlay for each mission with enemy positions and other info drawn on top of the navigation map:

This map overlay is stored in *.tactics files which are basically SWF format files created in Adobe Flash. So you need to create SWF format files in Adobe Flash and then rename them from *.SWF to *.tactics.
They should be named like this: 02.coalition=1.tactics, where 02 is the mission number in sequence and 1 is player coalition ID (1 are Allies and 2 are Axis).

SWF file requirements

You need to set the size of SWF file area so it will have one pixel per 200 meters on the game map. For example, Moscow map is 281600 x 281600 meters, so you need to create an SWF file with 1408 x 1408 pixels working area.
The file shouldn't contain fonts, they must be converted to curves.
All the lines should be converted to Fills.
Intersecting objects must be made a single object if you don't want for intersection to be visible.
The file may contain groups, movie clips and layers for easier work.
Timeline should contain a single frame.

Overlay design recommendations

Allied forces are light blue - #006CAB
Enemy forces are red - #930808
Don't use translucency for main objects like front lines, arrows, text, symbols.
Use 9% translucent object to show a controlled area.
Use 13% translucent object to show a special area.
Use PF DinDisplay Pro font for text.
Please take a look at a sample file for Adobe Flash.
Attached File tactics_sample.fla.zip 762.43KB 32 downloads

Tactical map overlay sizes for existing maps

Stalingrad - 1792 Х 1344
Lapino - 256 Х 256
Moscow - 1408 Х 1408
Velikiye Luki - 832 Х 624
Novosokolniki - 256 Х 256

Finally, here's how you can distribute your campaign in the community.

To distribute a free campaign, just zip the folder containing your campaign (data\Campaigns\<YourCampaignFolder>\) and put it anywhere on the forum, web, etc. Players should unzip it into their data\Campaigns\ folder and they are set.

If you want to sell your campaign:

1. Make sure you don't give mission files to anyone who can distribute them for free.
2. Make sure your campaign is good enough and other players would pay money for it. 1CGS reserves the right to not sell every Campaign produced.
3. Contact Producer Jason Williams via personal message (https://forum.il2stu...jason_williams/), preferably even before starting the work on the campaign and reach an agreement on all the details required for selling it.
4. Copy protected campaign can be created just like a free one, but requires mandatory testing in cooperation with our team, protecting mission files and adding it to our account system.
5. Copy protected campaign can be distributed like a free one (an separate installer containing protected mission files instead of unprotected ones) or can be included in official updates (this depends on agreement between campaign author and our Producer).
6. All payware Campaigns must be sold through our online store.

A sample campaign is provided in .zip file attached to this post for your reference:
Attached File Example_Campaign_Extract_To_Data_Folder.zip 4.21MB 48 downloads

We plan to improve Scripted Campaign mode in the future, adding ability to playback audio and video files in mission briefiengs, interactive dialogs during a mission and other interesting features. We hope that this new mode will attract talented mission designers to all the community benefit.

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OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Di 03 Jan 2017, 22:09

Hello everyone,

the year 2016 is almost ended. This year was full of news, for our product too. For us, it was hard, but very productive. The main result of this year for us is, of course, the start of the work on the next theatre of war. Update 2.006, which we recently released, was also a big improvement. Right now we are developing the new Career mode, Spitfire, Boston, He 111 H-16, IL-2 model 1943 and Fw 190 A-5 3D models and flight models of Bf 110 G-2 and Fw 190 A-5 (including the flight model correction for Fw 190 A-3 we promised). 3-dimensional sea waves technology is being adopted from Rise of Flight and simultaneously improved. We're also making a new graphics technique for realistic looking steep rock slopes for mountains, while additional objects for Battle of Kuban map are almost done. Today we can show you WIP screenshots of Supermarine Spitfire Mk.VВ:
https://forum.il2sturmovik.com/topic/16 ... ntry426259

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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Sa 21 Jan 2017, 10:43

https://forum.il2sturmovik.com/topic/16 ... ntry434343
Hello everyone,

Fw 190 A-3 flight model revision that we promised long time ago is nearly finished.

As we pointed earlier, flight model tuning in a sim is always a task of aircraft reconstruction with many unknown variables. Part of the data is missing and some values are just plain wrong, sometimes directly contradicting each other. And sometimes the missing data appears when an aircraft is released, that's why we need to correct FM sometimes. So, what will be changed in Fw 190 A-3 soon:

- Wing twist has been changed. The wing root had 2 degrees angle of incidence that was steadily reduced to 0 degrees at two thirds of the wing span. Because of this, stall at high angles of attack will begin near the wing root and not on the entire wing surface at once, resulting in 'softer stalling';
- Aircraft center of mass position has been corrected (it was shifted forward by several centimeters);
- Critical angle of attack and maximum lift coefficient increased. Stall speed of the aircraft decreased to 175 km/h;
- Drag at high angles of attack decreased thanks to lift/drag curve data of a trophy aircraft tests in VVS Research Institute;
- Propeller thrust decreased somewhat. Takeoff run of the aircraft with standard loadout is roughly 500 meters and takes 18 seconds, which corresponds to historical data.

Because of these changes, aircraft handling changed slightly. It stalls differently. Spending fuel affects its center-of-gravity position more. A pilot would need to use the entire range of the adjustable stabilizer depending on the flight mode for comfort handling. In the same time, aircraft speed and climb rate remained almost the same.

Meanwhile, we continue work on Fw 190 A-5. While being very similar to Fw 190 А-3 visually, it will have significantly different features and pecularities in loadouts and handling.
Dateianhänge
fw190a_5bok.jpg

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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Fr 27 Jan 2017, 20:04

https://forum.il2sturmovik.com/topic/16 ... ntry436564
Hello everybody,

another hard working week has passed. Since we finished physics optimizations for AI controlled aircraft, AI revision for all the planes in the game was mandatory. During this revision, their piloting and attack maneuvers were improved in many ways. As the direct result of this, update 2.007 will bring not only the double performance level of AI controlled aircraft (meaning that the same number of AI planes will require twice less CPU time), but also the improved quality of AIs - there will be a lot less jerky movements, AI handling will be more fluid.

Fw 190 A-3 physics revision is finished and will be included in 2.007 update as well.

Our artists have finished He 111 H-16 3D model and its weaponry is already recreated in the sim, including the German 13mm MG 131 machine gun which is new for our project.
[...]
The new He 111 H-16 looks even more interesting and deadly than its predecessor. The main advantage of its defensive weaponry is the fact that all its machine guns (excluding the nose gun) are belt fed. 13 mm belt fed machine gun firing both armor piercing and high explosive rounds is very dangerous for enemy fighters. The bottom fire pit with twin barreled MG-81Z machine gun provides a good defence in the lower hemisphere. Two bomb bay doors allow for a very large payload of small and medium sized bombs. Pilot cabin instrument panel alignment was also changed for a better view of the front hemisphere.

In addition, we finished the Bf 110 G-2 development and start its beta testing today. This means that 2.007 update will bring this plane and other announced additions to your PCs prety soon.
Dateianhänge
post-19-0-32707500-1485541990.jpg

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Sa 18 Feb 2017, 08:08

OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Mi 12 Apr 2017, 06:20

Update 2.009
https://forum.il2sturmovik.com/topic/12 ... ntry459578
Dear Pilots,

we're happy to announce that update 2.009 is ready. The most important addition in it is the VR support. In addition to VR itself, graphics as a whole were heavily updated during the VR development, so everyone will benefit from this update. In addition, it contains many improvements and corrections in other subsystems of the sim.

Main Features:
1. VR support added via Open VR (HTC Vive and Oculus Rift cv1);
2. Optional post-processing Sharpen filter added;
3. Hiding the in-game HUD (H key) now stops most GUI routines, which can double your FPS in some situations. You can use this to get a performance boost while playing on a slower PC. After hiding the HUD, you can still turn object markers on by pressing I key (they won't lower performance since they were recreated for VR in a separate module that doesn't use ScaleForm like the rest of the GUI);
4. New option 'Show HUD by default' added which can be turned off so HUD won't turn on at the beginning of a mission;
5. New graphics option 'Dynamic resolution factor' added. It adjusts the render resolution and the number of particles in certain effects on the fly to maintain the FPS level chosen in 'Target FPS' field (or screen refresh rate if the V-Sync option is checked). In VR, the target FPS is always 90;
6. Clouds detail increased for Ultra graphics preset;
7. The number of smoke particles decreased for all graphics presets except Ultra. This improves FPS while you're chasing a damaged and smoking enemy aircraft;
8. Trees rendering technology improved, almost eliminating a tree rotation effect when you fly near them;
9. Trees LOD levels were reworked to minimize their 'pop-up' effect;
10. A rare crash has been found and fixed. The sim could crash in missions with more than 120 ground objects (random issue). This issue was fixed, but when there are too many ground vehicles some of them may lack effects of lights. A tip for mission designers: if you don't need a certain group of vehicles anymore, use Delete trigger instead of Deactivate to free their effects and properties cache;

3D Model Changes:
11. He 111 H-16 bump texture corrected, reflections improved;
12. Yak-1 series 127 rear canopy transparency corrected;
13. Three new skins made by community member Stab/JG52_DiO for Bf 109 F-2, Bf 109 F-4 and Bf 109 G-2 added to the game;
14. Missing glass that covers instruments in Bf 110 G-2 engine nacelles added;
15. Fw 190 A-5 is now correctly visible at large distances;

Physics Changes:
16. Flight stick shaking at high speeds will correctly stop after rudder and elevator loss;
17. Ju-87 D-3 flutter can still happen after rudder loss;
18. Aircraft weapons damage from HE shell hits became rarer;
19. Ammo explosion simulation improved - now it happens at ammo box location instead of aircraft center and the explosion power varies depending on ammo type and its amount left;
20. Sh-37 gun ammo weight corrected for IL-2 mod.1942 and LaGG-3 series 29;

AI and other changes:
21. Single ground target attack from high altitude maneuver corrected (an AI will reduce its altitude first and then begin the attack);
22. AI controlled Ju-87 won't crash during dive recovery if they failed to drop the bomb;
23. A rare issue in campaign when player flight could disassemble and wingmen could crash into each other was fixed;
24. Vehicle columns that were attacked on a bridge act more reasonably;
25. 61K train or ship mounted AA gun kill will be counted correctly;
26. Trees on the Ryabinki airfield runway removed.

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