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Crash last won the day on August 10

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  1. got a little bit excited
  2. More good stuff 228 Hello Dear Friends! As you know, to work well one needs to have a good rest. While the summer season continues, and our colleagues go on vacation, I will tell you how important it is for a military pilot to be able to save and properly spend his strength during combat. Probably you have already realized that in today's diary I want to talk about our new pilot physiology modeling, which we are preparing for the release in the next update. Our Beta testers will receive this model for tests today. About Pilot Physiology The focus of the new physiology model is, above all, on a more realistic imitation of a person's tolerance to high G-load. Although this is not the only change in the pilot physiology, you will most likely notice it first, so let's talk about it in more detail. As you know, we all are different, and each of us has different stamina, physical strength, and ability to resist negative environmental factors. Therefore, the ability of a particular pilot to withstand high G-load is, of course, purely individual, and depends on a good number of factors: age, state of health, fitness, whether a pilot slept well the night before, how much he ate and how long ago, and even what his emotional state is. Of course, we cannot collect all this information about you, and take all these factors into account in such detail; such a model would be excessively complex, although it would probably allow the player’s best immersion into virtual reality. Nevertheless, we found that the most reasonable approach would be to choose a certain averaged model of an average pilot physiology. By "average pilot" we mean a trained pilot in good physical condition, who often performs aerobatics. A large number of different medical studies with the collected statistics of experiments with pilots and volunteers come to our aid. Based on them it is possible to establish a “middle way” of the typical human tolerance to high G-load. The first thing that all researchers pay attention to is the fact that the amount of G, both positive (when a pilot is “pressed” into his seat) and negative (when a pilot is “pulled away” from his seat and “hangs on the belts”) depends primarily on the duration of the G-load and on the rate the G-load was applied. For example, at a positive +6G the “average” pilot loses consciousness within the first 5-8 seconds, but the same pilot quite successfully sustains +5G for about 40 seconds, if the rate of G-load application was less than 1G/sec. However, if you create the same +5G in just 1-2 seconds, then loss of consciousness will occur in 5-7 seconds. In aviation medicine, this phenomenon is explained by the “hemodynamics” of the cardiovascular system. The body needs some time to mobilize and begin to effectively counteract overload. This is illustrated in the chart from the article written by Anne M. Stoll, “Human tolerance to positive G as determined by the physiological end points” published in The Journal of aviation medicine in 1956: In our new model of human physiology, all these factors are now taken into account. If a high G-load is applied within 1-2 seconds, the negative consequences (visual and hearing disorders) do not appear immediately, but rather with a 2-3 seconds delay, then a quick “crisis” follows, and then, after a few seconds, the body mobilizes and its ability to tolerate G-loads becomes better. This “crisis” can be avoided, or at least reduced, if you pilot more smoothly and create G-load gradually and slowly. Here is another graph that shows how long an average pilot is able to withstand positive and negative G until he loses his consciousness. The blue line is a summary of data we collected as a result of our various medical studies analysis. Red dots are the results our new model shows: As you can see, pilots tolerate the positive g-loads much better than the negative ones. In addition, now we also take the pilot’s fatigue factor into account, based on the data mentioned above. This means that every pilot’s maneuver performed with a large g-load is no longer in vain, and the more actively a pilot maneuvers, the worse he and his crew will suffer further g-loads. If the pilot is already pretty worn out by maneuvering combat, be aware that a new opponent who entered the battle will have a significant advantage, and maybe you should get out of the dogfight and catch your breath. This may take you a few minutes. Another important part of this work is the reconfiguration of the visual effects of visual impairment. We brought it into a full compliance with the sequence described in the scientific literature. First, under the influence of positive g-load, a pilot begins to lose color perception (a so-called “grayout”). Then his peripheral vision field (or a “tunnel vision”) narrows, until it becomes completely dark in the eyes (a so-called “blackout”). The visual impairment is also accompanied by hearing loss. On a negative g-load, the effect of “tunnel vision” and loss of color perception do not happen, because, unlike a positive overload, there is no oxygen starvation of the optic nerve. But on the other hand, the pilot feels a rush of blood to his head, which is expressed in the appearance of a noticeable red tint of vision (a so-called “redout”), and the sharpness of vision also deteriorates. I have mentioned a “loss of consciousness” several times already. Yes, now we are simulating this state, too. A pilot can lose consciousness at large positive or negative g-loads if the threshold of their physiological tolerance is exceeded (taking into account the duration of g-loads, the pace of their creation and accumulated fatigue). A harbinger of the loss of consciousness at the positive g-load is a blackout, although even having completely lost his eyesight, the pilot is still able to control his aircraft for some time. At the negative g-load loss of consciousness occurs more unexpectedly, and the only way to determine it in time is by a sharp deterioration in visual acuity. Studies have established that, depending on a number of factors, a usual period of a G-lock can be as long as 10 to 15 seconds, and during this time the aircraft will remain uncontrollable. Keep in mind that each subsequent loss of consciousness will cost you even greater loss of time and energy. WWII fighter pilots were very human, not Superman and they did experience pretty high G-loads even in piston planes. Another feature of this model is an anti-g suit a pilot has. On average, according to various studies, the anti-g suit increases the physiological tolerance threshold to positive g-load by 1.5 - 2G, so pilots with the anti-g suits will certainly get a significant advantage in dogfight. The anti-g suit does not affect tolerance to a negative g-load. In conclusion, I would like to mention that we also limited the pilot’s ability to bail out at the airspeed of more than 400 km/h, or under the influence of positive g-load of more than +3G (which is the physiological limit in terms of the ability of a person to get out of the seat). These numbers refer to a healthy pilot; in case of injury getting out of the cockpit will be even more difficult for a crew. The effect of hypoxia model on g-load tolerance model has also been refined and will take air pressure into account more correctly. Preparing for the release of a new physiology model, we understand that for some players it incomprehensible and not obvious at first. Therefore, we left you the opportunity to choose a simplified physiology model in the realism settings, which will work quite similar to the current model, and will not take into account the pilot’s fatigue, the hemodynamics of his cardiovascular system, or limit the pilot’s endurance according to the duration of g-loads or the pace of their creation. Also, in a simplified model your crew will not be able to lose consciousness. At the same time, this simple model will use the new reconfigured effects of visual and hearing disorders, and the magnitude of the g-load at which these disorders occur will be brought into line with the updated data from the new model. We really hope that the new model of the pilot’s physiology will make the gameplay more interesting, and significantly change the tactics of dogfight. So, the players will now have to take care of the physical condition of the pilot and be more careful about active maneuvering, and this will take us one step closer to the reality of air combat. Andrey “Petrovich” Solomykin – Lead Engineer News from Jason Bodenplatte Coming Along Nicely! We continue to work on the BOBP map and its large list of airfields and urban areas which is something rather new for us. This map has been a challenge like never before and we have it functioning in Beta, but it has a little way to go still. However, our last three Allied planes are coming along nicely. Check out this beautiful formation of vintage American air power and a bonus shot of the Tempest in flight. The Tempest continues to be tweaked and improved after the first round of Beta testing and the P-38 is also in Beta with small tweaking necessary. The P-51D will also be coming to Beta soon. All three aircraft are quite complex. The different design philosophies of each nation have really become evident as we make more and more planes. We must remind everyone that these planes are still a Work-In-Progress so some of these details in these images may change. Saddle Up Cowboy! Our P-51D-15 “Pony” is nearing the Beta stage as we finish the cockpit and external model. Here are the first pics of the P-51D cockpit. Our model team has done another awesome job! Personal Images in Cockpits Another popular request has been the ability to place a personal picture in the cockpit of your plane. We have now added this capability. New View Distance for Airplanes Yes, by popular request, we have increased the visibility of distant airplanes. This has been a difficult technical challenge, but we think Sturmovik pilots will appreciate this new reality. Can you spot the far-off planes? We’re still tweaking the feature, but it’s in testing. Next Collector Planes in Pre-Production And last but not least, we have begun preliminary work on a couple cool Collector Planes. We aren’t announcing them quite yet, but they will available for pre-order later this year and then in your hangar next year. Sorry, no hints quite yet!
  3. I am just using the defaults at the moment as I only got it working on Monday. I plan to get VoiceAttack to open the kneepad so I can say "open kneepad" and it will press LeftAlt +J then "page up" or page down" as required. I am pleased that the airframe blocks out the icons as it looked a bit odd.
  4. As I mentioned last night 3Dmigoto mod is very usful for VR found here https://forum.il2sturmovik.com/topic/39748-3dmigoto-mod-icon-masked-by-cockpit-zoom-for-vr-color-change-sight-strengthened13-features/ What does it provide ? Icon/labels are masked by cockpit frame Toggled off/on by LCTRL+"U" key" Sight can be strengthened or disabled or displayed for one eye only to help their use in VR Settings cycled by LALT+"k" key" default = right eye for VR a,nd standard for 2D. key press for VR = left eye => no sight => default sight => right eye. key press for 2D = default sight => no sight => modified sight. Strengthening settings are define for each family of sight (Ger, Ru, US, It, Eng) Defaults settings and cycle are different for VR and 2D and can be customize, see below Propeller can be disabled to avoid ASW problems Toggled off/on by "Lshift+k" key" Defaut = propeller Possibility to modify game rendering colors (brightness and saturation). Cycled (2 PRESETS) by "Lalt+u" default = no color change. Brightness and saturation settings can be modified and different settings inserted, see “customization section. sat =-1: Sat= 0 (standard): Sat=1 Instantaneous X1.5, X5 and X10 zoom to give same zoom level in VR as in 2D Activated by "INSER" key for 1.5X, "HOME" for 5x ,"PAGEUP " for 10x. This feature is automatically disabled for non VR use. Defaults settings may not fit your IPD or mask, see “customization” section. A "binocular like" mask is provided and can be modified/disabled, see “customization” section. "IPD modifier like" that shift display to the outside and so enlarge the cockpit Toggled off/on by LALT+"Del" key Kneepad like feature Toggled on/off by 'j' key Image cycling up/down by LSHIFT+'j' and LCTRL+'j' 5 image are handled and can be replaced with yours, see “customization” section Wonderfull Myscion "cockpit at a glance" sheets are included Size of the kneepad can be changed, see "customization" section. Label/Icon modification: you can either hide text, waypoint, or made color replaced by grey. All options are independent. Grey level can be modified and different settings cycled (eg: black for day and white for night), see “customization” section Cycled by LSHIFT+U Cloud fix : planes are far less masked by cloud behind them This feature is back with 10.7, I use another algorithm to improve visibility of planes. Anyway, most of problems occured if you are using settings lower than Global=> High AND Cloud => Med. Above (and including) these settings, planes should not be hidden by cloud behind them. So no more mod need. Map brightness can be reduced for night flying Toggled off/on by "Lshift+q" key for qwerty keyboard and "Lshift+a" key for azerty keyboard (user_keymapping.ini.azerty must be rename to user_keymapping.ini) Brightness value can be modifyed, see "customization" section) Defaut = off Toggle technochat ON/OFF in flight Toggled off/on by "LALT+q" key for qwerty keyboard and "LALT+a" key for azerty keyboard (user_keymapping.ini.azerty must be rename to user_keymapping.ini) Unfortunately, this can only be done in VR, I did not find a way to do the same in 2D. Defaut = on Sun "Halo" can be filtered by cockpit frame Toggled off/on by "LCTRL+q" key for qwerty keyboard and "LCTRLt+a" key for azerty keyboard (user_keymapping.ini.azerty must be rename to user_keymapping.ini) Defaut = On FoV rotation of 20° to help "check six" in VR Activated by "END" key for left view and "PAGE DOWN"key for right view. Rotation is limited to 20° because of optimization of IL2 engine : object farther are not computed. Shortcuts summary:
  5. I didnt know this about Pe-2 It might catch you out https://forum.il2sturmovik.com/topic/45342-non-responding-rpm-keybindings/
  6. Oh dear its $1400. Shame.
  7. Looks good and probably a bit expensive https://forums.eagle.ru/showthread.php?p=4001838#post4001838
  8. Have you got an M2 SSD the sort that fits into a port on the motherboard?
  9. Thanks for that Arthur, I will try the settings when I get a chance. Its very busy being retired ;)
  10. At last I have started to set up my DCS, so what if any are recommened settings? I7 5Gz 32Gig RAM GTX 1080
  11. Shipping has started but deliveries are a bit slow. Things are going to quicken up though and if you want one add your name to the thread on ED forum. They are now serving 50-60 on the list and there are over 200 on the list.
  12. Quote from Pat As of 6.1.0 (released yesterday) you can fly with your friends in a cooperative or competitive environment. You are flying in a campaign. You have a persona. Your persona has a record. If he gets killed he is gone and you start with a new persona. This should make people more interested in survival. How hard is it to score 50 victories against other humans without dying? If you achieve something like that do you really want to throw that away to dive into 8 enemies by yourself? Do you really want to continue the fight in your smoking wreck? So yes, as of now you can fly a campaign, you can include other people, you can control who participates, you can fly exclusively with them or competitively against them. Your friends can fly in the same squadron or a different squadron. They can all be fighter pilots or they can do other things. If Joe and Al are flying as fighters in I/JG51 then they will be in the same flight. Harry likes Stukas so his persona is in II/StG77 and he is in another flight doing a dive bombing mission. John likes Yaks so he is in a Yak flying for the Russians. Jane likes Il2s so she is in an IL2 doing ground attack. All in the same coop mission. You might meet. You might not. There is a ground war going on beneath you. Harry and Jane are actively attacking ground units. Joe, Al, and John in their fighters can choose to comedown and join the fun or not. The mission is run and events are calculated. Victories are tabulated, medals and promotions are earned, pilots are killed or injured and equipment is lost. A new day happens and new missions are flown.
  13. I asked some questions and got this info https://forum.il2sturmovik.com/topic/52961-pwcg-the-rules/
  14. Hi Screwball for VR there is only 2 choices, Great Battles or DCS. I would say that Great Battles is the best way to get back into flying again and we fly that twice a week.
  15. wow Dear Friends, After the recent release of the update 3.102 many of you wondered "why there are no new Bodenplatte planes"? There is nothing strange about it: the remaining three player-controllable fighters and AI-controlled bomber are the most complex and difficult to produce objects in the entire history of our team. But the more difficult is the task the more interesting is the result. At the moment we plan to make all these four planes available to you in the next huge update at the end of September that will also bring the important new features we're working on at the moment. Here's the rundown on their current statuses: P-51D-15: cockpit texturing and flight model is in development. P-38J-25: cockpit texturing is nearly finished, the flight model is finished, it will go to beta testing soon. Tempest Mk.V ser.2: 3D model is finished, the flight model is nearly finished, it will go to beta testing soon as well. B-25D (Mitchell II): 3D model is finished, we’re working on the last bits of texturing and turret animations, the flight model is in development. The work on the Rhineland map for Bodenplatte is also progressing well and we'll show you some of it in one of the coming DDs. We're working on the new Career timeframe 'Battle of Rhineland' in parallel. Now let's list the features that are at the final stage of development at the moment: Switch to the newer F-MOD API version which we hope will fix the disappearing sounds issue right away or in the near future. An advanced model of pilot physiology that includes complex fatigue modeling that takes into account G-overload fatigue, overload frequency, alternation of positive and negative overloads, wounds, having a G-suit, lack of oxygen and oxygen supply system. The model will also simulate a loss of consciousness and ability to control an aircraft after experiencing too sharp or too severe overloads. The algorithms it is using are based on the research of various institutes. The introduction of this model is likely to change the flow of air combat, especially in multiplayer. However, those who find it too difficult and unfamiliar will be able to switch it off as realism option (it will also be a server setting). Air Marshal mode that is being developed especially for multiplayer will also enter the testing stage soon. When this happens, we'll dedicate a special DD to it. Improved AI maneuvering in a dogfight. Our new programmer is working on this (the recent formation keeping improvements are his work), but remember there is still a long way to go in this area. Improved visibility distance of planes and ships. The main difficulty in the development of this feature was making the dynamic objects show at great distances without a steady stream of data reporting their position and orientation. Another important thing is to model the lighting of the airplane even at long range - we discarded the idea of having just black dots at these distances, where the visibility of an object is determined by the position of the sun, brightness and hue of the sky, haze, etc. All this is impossible to model having only a black dot. The distant planes flying at high altitudes will have contrails and ships will have visible wakes. It is also important to have more or less equal terms for owners of different monitors. Having completed all these tasks, we'll increase the maximum visibility distance for planes and ships from 10 to 100 km and the resulting visibility distance will realistically correspond to the lighting and weather conditions. As you can see, the Bodenplatte project is at the final stage and nearing release. Numerous changes and additions to be seen in the final version are more or less close to being finished. Therefore, the update 3.102 included the content that was ready and a minimal amount of changes - at the final stage nothing should divert the team from the main target. We don't want our words to sound empty or unfounded, so today we can show you the in-game exterior shots of the P-38J-25 Collector Plane (that is included in Bodenplatte Premium, only version you can get at the moment), the cockpit of the British Tempest Mk.V ser.2 and the new German pilot in Summer 1944 uniform:
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